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KSP2 Release Notes
Everything posted by Starwaster
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The readme contains information about the different types under Tech Level Resources are handled by Community Resource Pack which has localization for a number of languages already. https://github.com/BobPalmer/CommunityResourcePack/tree/master/FOR_RELEASE/GameData/CommunityResourcePack/Localization See how they handle it there and consider doing a pull request to CRP for the language you want to add support for.
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DeadlyReentry v7.8.0 The Maat Edition Refactoring of code Removed Monobehaviour calls from any constructors or code which would result in Monobehaviour being called from a constructor Moved temperature rebalancing to after a game save has been loaded (once only) The previous two items addresses KSP hanging at main menu. It cannot be guaranteed to correct such behaviour as I don't believe any one mod is responsible and in fact the more mods you have the more likely it is to happen. This only minimizes DREs contribution to the problem. Added DRE PAW grouping. (DRE fields are grouped and can be collapsed in the PAW) https://github.com/Starwaster/DeadlyReentry/releases/tag/v7.8.0 A release for KSP 1.9 will follow soon. Sorry I haven't been around lately but I got a little burned out as I was spending too much time chasing down bugs and poking around in code instead of playing. Then my cousin got me Fallout 76 so I've been playing that with him online.
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Use the drill with the blue trim. I don't know how SpaceX is going to do it IRL, but for serious resource harvesting (anything but sample taking) it will probably require something like this: Note the wheels used for locomotion towards the center, and the two drums on the front and back. Those are counter rotating because it won't be able to rely on mass to stabilize itself. When the drums are full it returns them to a processing station and then goes out for more. Basically it would be more of a strip mining operation than a drilling operation. (but for purposes of abstraction, we just use a drill)
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
If the part actually still exists then it might have had its name changed, in which case you can edit the craft file and change the name of the part from old to new. It will load properly if that's all that changed. Note that you may get a warning about missing a PartModule which is NOT the same thing as a missing part and it is just a warning and you can ignore it and load the craft anyway.- 2,216 replies
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I say nay to RSS, and here's why.
Starwaster replied to LittleBitMore's topic in Prelaunch KSP2 Discussion
^^^^^^ THIS ^^^^^^ A thousand times this. I have to spend too much time on this rock as it is. So instead of RSS I play Kerbol x10 (Kopernicus + Sigma Dimensions + Kerbolx10) (I do keep RSS + RO installed at all times for compatibility testing with DRE, RF et al) -
ehhh it's not in an archive so its timestamps aren't going to be preserved... the created date for you is going to be whenever you first downloaded it even if you then overwrote it by redownloading it. The link is fine so as long as the file you have was downloaded after the date/time I indicated then it's ok.
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@dlrk @SpacedInvader Any DeadlyReentry.dll file with a timestamp of earlier than 3/19/2020 6:48 PM is broken. Redownload if your file doesn't have that timestamp. (basically I horribly broke something in my attempt to refactoring to make it more resource and garbage collection friendly. Another change I made is to change when DRE runs certain code. So the point at which it might freeze has been shifted from the Main Menu to first loading of the SpaceCentre scene) Clarification: I shifted the code to run at SpaceCenter in hopes of avoiding the conditions that caused it to freeze in the first place.
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Semi-private. Go ahead and try the latest one though: https://www.dropbox.com/s/swzx88yinwf4hqv/DeadlyReentry.dll?dl=1 @dlrk ^^^^^
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Must have forgotten that they share the same namespace. I'll take a look at those when I get a chance
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Real Chute 1.9.* compatibility update https://github.com/ChrisViral/RealChute/releases/tag/v1.4.7.6 -
@TheRatCircus those logs indicate Real Fuels not Modular Fuel Tanks mod. The two share a common base with each other but you are different mods and if it’s really RF you have then you should post your report in the RF thread. And include a link to the entire log and your ModuleManager.ConfigCache file please.
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Some people are still experiencing problems with the test dlls that I provided. Personally, I am not. at least not anymore.
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It’s not a Real Fuels issue. It’s probably an RO config
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It is worked on when time permits. AFAIK I'm the only one who is doing anything with it from a developmental standpoint. It definitely has usefulness as is but still requires work.
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[1.8.x] ScrapYard - The Common Part Inventory 2.0 (07/12/2019)
Starwaster replied to severedsolo's topic in KSP1 Mod Releases
Sorry for not getting back on this earlier but the problem is (in very general terms) that Scrap yard has a problem with persistent values which can change. It needs to be more relaxed when comparing part configs to see if they are the same. And possibly needs a way for fields of certain mods to be blacklisted. (i.e. when it sees that field, don't use it in the comparison) The problem with Real Chutes is that there was a particular persistent value that can (and WILL) change so Scrap Yard erroneously believes that the part is not the same part as what it was comparing. -
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
After placing the part, right click the part. The context menu that comes up (it's called the PAW) is where the option to open the tank GUI is. And yes, it is normal if tank parts have no resources in them when first spawned.- 2,216 replies
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It's just a warning due to the version numbering not matching. It may well run in spite of the warning. Or it may not. No guarantees
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A hand shaped like a oven mitt... could it work?
Starwaster replied to Spacescifi's topic in Science & Spaceflight
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It is licensed. MIT license.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Starwaster replied to Theysen's topic in KSP1 Mod Releases
Try this patch. Copy the below to a file named ssturo-comparability-patch.cfg (WARNING: written by someone half asleep while curled up in bed with his cats. from memory. On his phone)<- not part of patch @PART[*]:HAS[@MODULE[ModuleFuelTanks],@MODULE[SSTUVolumeContainer]]:FINAL { !MODULE[SSTUVolumeContainer]{} }- 2,216 replies
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@linuxgurugamer it’ll get updated but it’s low priority right now due to the perceived low level of interest. Re: other mods + Ioncross, it really doesn’t require explicit support for most crewed parts. Exceptions are large crew areas like the hitchhiker part which is assumed to have more breathable air due to its size, air tank parts or parts with variable crew capacity such as inflatables. Or LS recycler parts.
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There's going to be another release for 1.8 which hopefully fixes that. It doesn't happen for me so I had to run it by some of the RO folks for testing and it seems to have worked out.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
There will be, but now, as always, try being patient. I've had PC troubles and I've only just recently got my development environment back to normal.