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Everything posted by TranceaddicT
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
TranceaddicT replied to Theysen's topic in KSP1 Mod Releases
@hypervelocity are editing the wrong thing; all that will do is make changes to FUTURE parts. Once you launch a vehicle it becomes hard-coded. You need to edit your VESSEL{} in the game's persistent.sfs .- 2,216 replies
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I'll be back home late tomorrow. I can set up a test install to assist. What is your base modded install for testing purposes?
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He's right. You'll become a vis-snob, but remember Stock is a beautiful creation.
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The Portraits at the bottom-right have IVA & EVA buttons in them. Hover your cursor over the desired Kerbal and click. If it's grayed-out or doesn't work you have an OrEO - obstructed ex-filtration orifice and will need to transfer crew members to a different part.
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Ah, well, start with EVE - Environmental Visual Enhancements and SVE - Stock Visual Enhancements.
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If you've never used mods I recommend getting CKAN and scrolling through the lists. Since you've not used mods before it will handle the installing and prevent conflicting mods.
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Brings new meaning to 'strut your stuff'. (You may need to make an UrbanDictionary entry about it. ) Or you could use :AFTER[TweakScale] so it gets applied ... wait for it ... after TweakScale. You could even use :FINAL so the patch gets applied during ModuleManagers ... wait for it ... FINAL pass.
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Easy way to install is just drag/drop the GameData folder from the zipfile into <KSP_root>. When your OS tells you to merge the GameData folders, do it. (Notice the underscore and highlighting.) If it asks you to merge any other folders you don't have a clean slate and will likely bork something. As a precaution, search for and ensure you only have one ModuleManager. They say only the latest version will run, but just to be sure ...
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Not familiar with OSX installs but probably yes. Definitely, if your directory structure looks something like this: ../KSP_osx/GameData/<mods> The ONLY folder a typical mod user needs to be concerned about is 'GameData'. EVERY mod will go in there.
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So, I had some time for more digging on the errors before bed and I've a couple recommendations. 1. GameData/AirplanePlus/Parts/Payload/Mk1Door/AerojetKerbodyne.dds I've created links in all the parts that were problem children. Everything is golden with no errors, but I've not looked at them inside KSP yet. 2. /GameData/AirplanePlus/Parts/Command/b29cockpit/placeholder.dds Just copy any of the other placeholders over and it's golden, too. My assumption here is that this is truly a placeholder file until you get to it. The only things I've not resolved are the texture issues with b29cockpit & the 2 hercules gear. The b29cockpit model.mu references the airbuscockpittex, but you have a b29cockpittex. I assume you were using airbus as a stand-in during development. The hercules texture issue is a stumper. The texture is valid because it works in the airbusgear.mu; so the best I've got is the model needs to be rebuilt? Wish I knew more about blender and such that I could help. I barely know enough GIMP to deal with simple problems with normals and such.
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It should be in <KSP_root>/GameData/<mod>
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Where do those lightening towers come from? FYI, [ERROR] [Contracts.Agents.Agent.LoadAgent] [Agent]: Is missing its 'title' value To clear the error, I add title = Kerbal Standard Holdings
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There are two ways to save any .craft file. #1 - <KSP_root>/Ships/SPH & <KSP_root>/Ships/VAB Dropping a file here make the it read-only. If you make edits to them and save those files are stored in #2. #2 <KSP_root>/saves/<savename>/Ships/SPH & <KSP_root>/saves/<savename>/Ships/VAB .craft files saved here are overwritable, i.e. you saving changes. I recommend you put any file you have kerbfected or downloaded in #2 and edit afterwards.
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NP, I'm just hammering my way through mods with errors in the log.
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So, first, ALL the gear configs have ..\sharedgeartex\.. not ..\sharedgear\.. When that line is uncommented and fixed, the PartLoader NREs are generated.
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So, I saw these and ... 181019T183224.802 [ERROR] [PartLoader.CompileModel] PartCompiler: Cannot replace texture 'herculesgeartex' as cannot find texture 'AirplanePlus/Parts/Wheel/sharedgeartex/herculesgeartex' to replace with 181019T183224.896 [ERROR] [PartLoader.CompileModel] PartCompiler: Cannot replace texture 'herculesgeartex' as cannot find texture 'AirplanePlus/Parts/Wheel/sharedgeartex/herculesgeartex' to replace with figured,oh, that's an easy fix. you have ../sharedgeartex/.. shoudl be ../sharedgear./.. Which in turn open this can of worms ... [PartLoader+<CompileParts>c__Iterator1.MoveNext] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0 [PartLoader+<CompileParts>c__Iterator1.MoveNext] PartCompiler: Cannot compile part I've tried resaving the files. I've tried generating new files. I've even tried dabbling with the .mu. Nothing. Ideas? Until then i've commented out the Model{texture}.
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Because it's not there. If you click on any of the pics where it says "Craft Files (Click Image):" in the OP it will take you to the KerbalX repository. If you click on that pic it will redirect you to https://kerbalx.com/blackheart612/Kingfisher-Mk2
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[1.12.x] Toolbar Controller (for modders)
TranceaddicT replied to linuxgurugamer's topic in KSP1 Mod Releases
Does KSP create these as ERR even though they are just warnings from you? [ERR 15:37:41.163] ToolbarControl: WARNING: RegisterMod, LoadedScene: MAINMENU, called too late for: AGM_NS, Action Group Manager, button may not be registered properly -
Like I said, complete guesswork on the 'stowed' vs 'deployed' thingy. ===== Two things for you to do: 1. install KSPDev Logconsole This will help isolate problems. It simplifies KSP.log by creating separate INFO, WARNING, and ERRORS & EXCEPTIONS logs (<KSProot>/GameData/KSPDev/logs). 2. If you launch from CKAN, change the launch command Settings:KSP command-line: ./KSP.x86_64 -single-instance -mm-dump This will make MM generate <KSProot>/GameData/ModuleManage.ConfigCache & mirror GameData in <KSProot>/_MMCfgOutput/.. ===== I'm not finding a "Pioneer Centrifuge" but if it's the "Pilgrim Centrifuge" (/home/scott/Games/KSP_test_TC/GameData/StationPartsExpansionRedux/Parts/Extendable/extendable-375/sspx-expandable-centrifuge-375-2.cfg) . The config by @JadeOfMaar is SSPXR-MKS-Extras.cfg (/home/scott/Games/KSP_test_TC/GameData/StationPartsExpansionRedux/Patches/SSPXR-MKS-Extras.cfg). here's what I've got from my practice run ... mass = 4.5 DeployedMass = 11.25 (#$mass$/0.4) DeployResourceAmount = 6750 (DeployedMass*600) DeployedMassModifier = 6.75 (DeployedMass*0.6) So, yeah, it is performing a division even tho the math says multiplication. Go figure. (Lucy's got some 'splainin' to do.)
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Hey, the math is the math. You are conflating a "modifier" (DeployedMassModifier) with a "value" (DeployedMass). There are actually three (3) mass variables: mass, DeployedMass, DeployedMassModifier. TOTAL GUESS: Not knowing what part we're talking about makes this a little difficult, but I'm betting the difference between 'mass' & 'DeployedMass' has more to do with the relative size than the actual mass. The DeployedMassModifier is used to account for that. Example (after the above config): Stowed configuration mass = 1800kg Deployed configuration mass = 4500kg Deployment Differential = 2700kg (= 4500 - 1800) The logic behind the values resides with the config creator.
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#$<variable>$ # - tells MM we're looking for a variable $...$ - mark the start and end of the desired variable @ - indicates which node to look in for the desired variable ../ - drills down one subnode So, for this config ... For any part (@PART) that HAS the MODULE{ModuleDeployableCentrifuge}; set 'DeployedMass' to the mass of the part (#$mass$) then reduce that part's mass to 40%; in NODE where DeployResource = ElectricCharge, change (@) DeployResourceAmount to be 600x the DeployedMass (or #$mass$) of the part; Rinse&RepeatTM for DeployResourceAmount. So, if mass - 4500kg DeployedMass = 4500kg & mass (new) = 1800kg; DeployResourceAmount = 4500 * 600 = 2700000(ec?); DeployedMassModifier = 4500 * 0.6 = 2700. (Subject to validation by someone who is more intimately familiar.)
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
TranceaddicT replied to Thomas P.'s topic in KSP1 Mod Releases
Why are you in a hurry to update to KSP_1.5? You've been doing just fine up to this point and any changes can wait. You'd be better off just waiting a week or so while mod authors and curators to do what they do to comply with the updated version. -
Folks, if you are using mods and KSP updates to a new version, you can be GUARANTEED some mods are going to break. Many modders and those curating mods are aware of the change and will be all over the necessary changes to your favorite mods. Please, PLEASE, give them some time before you start clamoring with your cries of "It doesn't work with KSP <insert version here." About the ONLY time, you should comment on a mods functionality during this period is IF IT IS FUNCTIONING PROPERLY. These folks work hard for US to enjoy an enhanced experience; let's cut them some slack.
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