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KSP2 Release Notes
Everything posted by Kaa253
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Yes please, I would be so grateful if you and/or Cliph (RT2 Sr Engineer) could repair the RemoteTech compatibility, I think it has been broken since RT1 changed to RT2 and it just says something like "SPU not found" which seems to be just a case of some variable name has been changed? http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=875120&viewfull=1#post875120 ... and I agree, really hard = really Edit: I have checked on it now. I have a manned capsule equipped with an antenna and linked to an RT enabled RC-L01 Remote Guidance Unit and RT2 says I am in contact. In Chatterer Settings if I enable RemoteTech integration I get in red letters "RemoteTech SPU not found Not connected to network".
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Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
@Cliph: Really enjoying the latest version. Fabulous! I also find KSP a lot less interesting without RemoteTech 2. This sounds great to me. To my mind it simulates a scenario where having lost contact you must go to the tracking station to command the full resources of your Deep Space Network to re-establish contact. I wonder if it would still fail if your batteries are dead? Cool. Back in the RemoteTech 1 days, Chatterer would stop if your manned ship was out of contact. This has broken (SPU not found) and I guess it is an issue with the Chatterer mod rather the RT2 really but it would be nice to get it back and working with EVA radio as well. When Jeb takes a lonely EVA stroll on the back side of the Mun with no chance of comms it always spoils the moment to have Chatterer barking in your ear. Hmm... I will try to link this post to the Chatterer forum. Done: http://forum.kerbalspaceprogram.com/threads/25367-0-22-Chatterer-v-0-5?p=875125&viewfull=1#post875125 -
LOL. Good question. Time to get serious about play testing OK, to be sure (as I have had some bad interactions between mods since upgrading to 0.23) I made a clean install of KSP 0.23 and added only ModsByTal, Kethane, EL, Firespitter and the this dev version of MFT http://forum.kerbalspaceprogram.com/threads/52780-Modular-Fuel-System-Continued-v3-3?p=865815&viewfull=1#post865815 For MFT I use only the plugin dll itself, nothing else from that mod. The others are a full mod installs and all up to date. Then, YES, I get the same with Kethane. I really suspect it is MFT. I can continue with my temporary hack of the TankTypes.cfg for now. I think it best to sit tight and wait for NathanKell to finalize his MFT update. Reminder: I have Linux 64 bit... probably not relevant.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Kaa253 replied to rbray89's topic in KSP1 Mod Releases
Linux 64 bit in use here, no problems at all. Beautiful! Great work rbray89. I am not using RSS. I am using memory the compression (the memory issues do not go away completely with Linux 64, BTW). I found with another mod that I had problems if I tried to use it in conjunction with any plugins not compiled for 0.23. You might try upgrading every mod plugin to 0.23 and/or un-install any plugins built for older versions of KSP and test again. Older vanilla parts packs should be OK. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Kaa253 replied to Cilph's topic in KSP1 Mod Releases
Thanks Cilph, really good work, awesome! @NathanKell, the Root calculation - well done, ever since RT1 I always firmly believed it should work like this. -
I know that this and MFT are not updated to 0.23 yet. I am using the dev version of MFT but I found that for the Extraplanetary resources; Ore and Metal, that in the VAB while it reported "None" I was actually getting full tanks. As a fix, I removed the statement "fillable=false" from TankTypes.cfg and restarted KSP. Then I was able to edit the tank contents to be 0.01 units. I think it is OK now. I found it a little difficult to try to launch 188 tons of metal
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@Styrr: B9 works perfectly in Linux 64 bit but you must do the following. http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures?p=863141&viewfull=1#post863141 Follow this procedure http://forum.kerbalspaceprogram.com/threads/24529-The-Linux-compatibility-thread%21?p=814129&viewfull=1#post814129 BUT FOR 0.23 use the offsets in... http://forum.kerbalspaceprogram.com/threads/24529-The-Linux-compatibility-thread%21?p=849510&viewfull=1#post849510 Linux 64 bit rocks for KSP but you must constantly follow the Linux compatibility thread. Edit: I think I will now give up and ignore Linux related problems in the B9 thread. Posts about Linux 64 should go to the Linux compatibility thread.
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There have been a couple of posts here over the last 48 hours relating to Linux memory issues, PNG's etc.. I wonder if you are following the Linux compatibility thread? Especially this post for KSP 0.23... http://forum.kerbalspaceprogram.com/threads/24529-The-Linux-compatibility-thread%21?p=849510&viewfull=1#post849510
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Kaa253 replied to Majiir's topic in KSP1 Mod Releases
I have both the 0.23 versions of SCANSat and Kethane working fine. Kethane did not work at first so I removed all the other mods I had still at 0.22 versions. Kethane then showed the overlay map correctly. I then added back all the mods 2 or 3 at a time replacing with 0.23 versions when available and checking Kethane functionality at each step. Everything works now. I have... Linux 64 bit version of KSP SCANSat NovaPunch (0.22) KW Rocketry (0.22) AIES (0.21.1) KAS TAC MechJeb B9 (0.22) Firespitter Spherical Tanks (0.22 but with 0.23 dev version of Modular Tanks dll) Extraplanetary Launchpads Kerbal Alarm Clock Crew Manifest KSP Interstellar RemoteTech 2 (This one is only a dev version for 0.23 and has issues but it doesn't break kethane) If there is no comment in brackets I have the latest version for 0.23. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Kaa253 replied to Majiir's topic in KSP1 Mod Releases
Confirmed. Scanning was not working for me. I brought a half a dozen or so other mods up to 0.23 versions and kethane appears to be working fine now. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Kaa253 replied to TriggerAu's topic in KSP1 Mod Releases
Thanks! Yeah, Kerbal Alarm Clock, I felt so helpless without it! -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Kaa253 replied to TriggerAu's topic in KSP1 Mod Releases
It seems that the answer is no. -
Caught an eclipse while circularizing a RemoteTech deep space comsat into Kerbisynchronous orbit <a href="http://imgur.com/gl181X6"><img src="http://i.imgur.com/gl181X6.png" title="Hosted by imgur.com"/></a> Mods: RemoteTech 2, Visual Enhancements: Clouds & City Lights, Universe Replacer, AIES Aerospace, KW Rocketry
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Modders (and all programmers for that matter) really, really should NOT assign variables to contain whitespaces! Especially part names. Sorry, its something that wastes my time at work as well, so I have a big issue with it. (Purely plain text messages excepted. e.g. title and description variables in the part.cfg files.)
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This extension is really useful. I have attempted to add AIES and RemoteTech into the career mode tech tree in an approximately sensible stock equivalent fashion. With over 100 parts involved the wildcard and conditional approach has made it possible to do it in a reasonable amount of time. It seems to have worked. Now to play test // RemoteTech Parts @PART[Remote*] //Some RemoteTech parts are not used { TechRequired = spaceExploration } @PART[SatDish9000] { TechRequired = spaceExploration } // AIES Parts @PART[*]:HAS[#author[Carmics]] //this catches any AIES parts that get missed elsewhere { TechRequired = specializedConstruction } @PART[*]:HAS[#author[Carmics],@MODULE[ModuleCommand]] { @TechRequired = flightControl } @PART[*]:HAS[#author[Carmics],#category[Aero]] { @TechRequired = advAerodynamics } @PART[*]:HAS[#author[Carmics],#category[Science]] { @TechRequired = electronics } @PART[*]:HAS[#author[Carmics],#category[Propulsion]] { @TechRequired = heavyRocketry } @PART[fuel*]:HAS[#author[Carmics]] { @TechRequired = heavyRocketry } @PART[*]:HAS[#author[Carmics],#category[Utility]] { @TechRequired = landing } @PART[solar*]:HAS[#author[Carmics]] { @TechRequired = advElectrics } @PART[*RCS*]:HAS[#author[Carmics]] { @TechRequired = advFlightControl } @PART[*]:HAS[#author[Carmics],#category[Control]] { @TechRequired = advFlightControl } @PAR@PART[*]:HAS[#author[Carmics],#category[Structural]] { @TechRequired = stability } @PART[Dishcl1] { @TechRequired = scienceTech } @PART[Antennaesc] { @TechRequired = start } @PART[solarpaneles1] { @TechRequired = start } @PART[batteryBAEr] { @TechRequired = start } @PART[engineexper05] { @TechRequired = basicRocketry } @PART[decouplersv05] { @TechRequired = basicRocketry } @PART[tankMER6] { @TechRequired = basicRocketry } @PART[tank1300cl] { @TechRequired = generalRocketry } @PART[VR1vulcan] { @TechRequired = generalRocketry } @PART[liquidEngineconstelacion] { @TechRequired = generalRocketry } @PART[satpropt300FuelTank] { @TechRequired = flightControl } @PART[tankMER1] { @TechRequired = flightControl } @PART[tankminsond] { @TechRequired = flightControl } @PART[tankorb1] { @TechRequired = flightControl } @PART[tanktoemv2] { @TechRequired = flightControl }
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First off, let me strongly applaud the work on ModuleManager. It has become a really important addon to KSP for me. Well done. This version seems to have a lot of bugs (as expected perhaps), but I may also be doing something wrong. I found it got very messy, very quickly to have the mod in all the required subdirectories (5 in all). I think it was better to have just one in the GameData folder. Unfortunately, the reload of the database on the debug menu function did not appear to work. It would be so good if it was reliable. I was unaware of the earlier wildcard extension. It's awesome! I have fallen back to using that for now. I will keep an eye on this developement and would be happy to do some more testing/feedback.
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Confirmed. The sensor aray doesn't let you do anything initially. However, Jeb briefly detected the upper atmosphere of Duna during his descent at ~13.5 km altitude. Data was successfully recorded. Now Jeb is going to sit tight on the surface for about 60 days waiting for the return transfer window to open. He has orders to look again for an upper atmosphere on the way back up. EDIT: Bill just plunged down to 11 kms altitude in Duna's atmosphere doing an aerobrake on the way to Ike. The nose cone did not activate at all. It seems like you have to be travelling subsonic or give it time to activate or something.
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The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I have no change in mouse behaviour between 0.21.1 and 0.22 KSP Linux 64 bit version -
The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Correct! a.g. is the "deity" all right. Thanks heaps amo28 for jogging my memory. Save the whole box of cigars for a.g. I would have lost interest in KSP long ago if I had remained limited to one or two mods on maximum settings of "fastest" 1/4 res graphics mode. BTW, career mode ROCKS. Well done Squad. -
The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
I'll gladly take the cigar but not the real credit. Some other very clever person came up with the fix. I cannot recall or find the original forum posts as they seem to be gone (including my earlier posts on my experience of the great benefits of performing this fix). Sal_vager may be able to tell us who posted this originally. I think velusip is talking about the same or a similar thing. My system can just barely run un-modded KSP without the fix. I read that the problem is caused by insufficient memory allocated for the png graphics. I have said since version 0.19 (when I started playing) that this fix should be made as a permanent change to the 64 bit code. @tryparse: If you are running a 64 bit version (OH, you are not!) of a debian based linux then I suggest you try making a backup copy of your KSP_linux folder (in case you need to revert) and then try doing the fix described in my last post. I can't tell you exactly what it is doing but if it allows your game to start... good luck. I see now you have 32 bit. I guess you could try it anyway but I seem to recall this only fixes the 64 bit version. -
The Linux compatibility thread!
Kaa253 replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Could some kind person provide a link to whatever earlier post this refers to please? Hopefully with step by step details about what I should do. I want to make certain I modify in the best possible manner for 0.22. OK, edit with more information. KSP (clean 0.22 no mods) was crashing instantly if I clicked either of the menu options Training or Scenarios. I applied the fix that I have found necessary for every version since 0.19. Namely perform the following in a terminal within the KSP folder. echo "7cebc7: 00" | xxd -r - KSP.x86_64 xxd -s +0x7cebc7 -l 1 KSP.x86_64 (Replies "07cebc7: 00") echo "7cebcc: 00" | xxd -r - KSP.x86_64 xxd -s +0x7cebcc -l 1 KSP.x86_64 (Replies "07cebcc: 00") The Training and Scenario now run so my guess is that since it fixes an immediate clean install problem that doing this again with KSP version 0.22 is the correct thing to do. I would be very interested to hear if other linux 64 bit users have the same experience and/or if there are alternate or better ways to apply this fix. I ask because I found with version 0.21 (fixed the same) that the game became very unstable whenever I had enough mods installed to go above approximately 4 Gb memory footprint. I have libpng12-0 if that is relevant. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
In most respects I am actually glad this mod does not have detailed textures. I am constantly being forced to uninstall good mods because I am pushing on the KSP memory/stability limit. My BobCat folder contains about 200 Mb, Laztek about 150 Mb, EL takes up only about 12 Mb. For the big mods I have already picked out all the parts I have no interest in using. Even when you consider that it pretty much requires the 100 Mb of Kethane to play you have to conclude that EL+Kethane provides excellent play activity for RAM value. To some mod designers I want to say, if you can't make efficient use and re-use of textures and bumpmaps then please don't do it at all. By the way, I use the spherical tanks (by Tal?), extreme lack of texturing, massive re-use of precious graphical memory rescources, lots of different sizes for all game rescources. Easy to edit part.cfg's. Wonderful! Squad (Parts folder ~400 Mb) could take note and very likely do a bit better. -
[0.22] Extraplanetary Launchpads Legacy Thread
Kaa253 replied to skykooler's topic in KSP1 Mod Releases
Love this mod and KSP. So many ideas. One day it is going to drive me into installing Blender and Unity3D or whatever it is I need to start learning how to make mods and parts.