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helldiver

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Posts posted by helldiver

  1. I don't want to overstep my bounds here, but I believe that Phase 4 will be the final update, at least for a while. I can talk to Helldiver on Skype to see if I can get him to provide some sort of status update in the next couple of days.

    This pretty much.

    Unfortunately my time has become rather limited lately. Aside from fixes to Phase 4, I have no plans for any further phases for a while. I decided to take a break and catch up on other projects for a while, but I will be dropping in here and making sure we get some final bug fixes on Phase 4 taken care of.

    So what's the future? I decided to work on our own project myself and OrbitusII. I do not have a lot of details nor would I share them here. However those testers that were part of this project I plan on migrating them over to the other if they are willing. My stream will still be the same and soon I will begin streaming progress on the other project.

    Again, thanks everyone for all the support and like I said I still monitor the thread, I'm still in contact with everyone and everything and I'm still taking care of any fixes left.

  2. First of all I have to Thank Helldiver & the rest of the team for making these great mods, I really enjoy them even if I can’t land the shuttles to save Jeb’s life.

    First just curious (for Helldiver or anyone on the Team)….

    1) Is there a reason why there won’t any floodlights in the Cargo Bay?

    2) How long did the Phase I or KSOS KSO 1.8m Standard take from the original idea to release?

    3) How soon after the release of Phase I or KSOS KSO 1.8m Standard, did the idea of Phase III or KSOS KSO EWBCL 2.8m start taking form?

    4) Secondly the Gameplay (for anyone).Are there any good video tutorials on how to land the shuttles? (Yes I know there is a PDF but I prefer videos)

    5) When you build a space station using (Phase II or KSOS KSO 1.8m Space Station Kit), which Station module do you start with?

    Sorry if these questions have been asked before.

    Thanks

    1) Because you can put stock ones in it. No reason to re-invent the wheel :D

    2) September of 2013, took a 4 month break since ZRM dropped off the project. Nazari picked it up in January 2014. So realistically, 1 Month

    3) I think I had pics of the Super 25 ideas as early as February 2014.

    4) See page two beneath the OP. Although some of that may have changed do to changing weights and configs, but not by much.

    5) Which ever. Most people start with the power module and a 6-way hub, so they have a solid foundation

  3. I have a very impressive rig.. and i could not get this mod to work in 32 bit or 64 without installing atm aggressive.. was a nightmare trying to come to that conclusion and accept the fact i needed atm. But tbh i dont notice the difference except the mission flag textures. None the less sooo glad i got it working. The KOS is the workhorse on my minmus base. So far it has done 32 sorties delivering a total of 270 tons onto minmus surface. Combine this mks oks and kspi is great.keep up the great work!

    Do a test; move ATM out of your GameData folder, and install Texture Replacement Mod (turn off or delete all the extra content it has, and just use its compression feature). See if it works better for you.

    I do not run ATM anymore, just Texture Replacement, and have never had an issue since. (SLI Nvidia 680's, Intel i7, 32gb RAM, Windows 7 64) 32bit KSP.

  4. I was thinking on how the emergency vehicles were NRE'inge all over the place. sounds like Unity compiled *.mu wrong. Got to be careful with models, Unity can be seriously touchy. I spent 3 hours un-borking a model that once compiled into a *.mu just blew up KSP.

    The issue is unrelated to anything like that.

    This had to do with a Firespitter module, and its usage.

    The sedan issue, is simply that some features got turned off in the process of diagnosis and we need them turned back on (unrelated to the bug).

  5. The packaged kso.cfg is borked (or we are just using it wrong... not sure which). Use the one from ATM. I went from 3.2M to 1.8M just by reverting.

    The difference shouldn't be too great. But the issue is that with the stock ATM config, the tiles on the KSO Super 25 as well as other Normal maps details get severely blurred to the point where you may as well remove KSO_25_norm_NRM.tga or any Normal Map (all files with Norm_NRM) from this mod since they won't do you any good and will just suck up "memory".

    In plain English; ATM stock configs kill normal maps. About a month total (all phases combined) worth of work. If you're that desperate to use this mod and save memory, just delete all files with the name norm_NRM.tga on them.

  6. -I believe the last 23.5 compatible version was 3.09hf. And yes please take it to PMs.

    -Wasn't able to update it. Although the bug got fixed, the Patrol sedan now has another bug as a result of all the diagnosing. It's a simple bug but will have to wait until Nazari sends me a new *.mu file. Once I get that 4.09 will be up.

  7. Just a little idea that would it be possible to add a "hover" mode to the helicopters? Not sure if this has been brought up, just came to my mind after trying to land in a certain spot yet having trouble with skidding/sliding etc. Having a hover mode would be helpful in, if not all but most landing situations.

    There is a hover mode. It's kind of quirky. You have to set up an action group in the VAB however. Right click on the main rotor to set it up.

  8. Fixed

    ezkNaMu.jpg

    -Nazari finally found the bug that was doing it. Seems one of the modules didn't like to be animated (The fire truck water gun).

    -Sirens have been restored

    -We've found no NRE errors anymore which resulted in the lag.

    -New build of Pack 4 as well as the Complete 4.09 will be up later this evening. (I'm on my laptop).

    Installer

    -Once FREEMANtsinq gets v4.09 he'll rebuild the installer and It'll be up.

    Again, a super thank you and hug to Nazari for banging on this thing until it worked!

    Patch Notes

    4.09 *In testing*

    -Fixed: NRE Errors caused by the Fire Truck and the Patrol Sedan have been fixed. This error caused the lights out bug as well as terrible frame rates do to CPU/Memory usage.

    -Fixed: Siren animations have been restored to both the Patrol Sedan and the Fire Truck.

    -Fixed: All new craft files will be included.

    -Disabled: Water Gun on the Fire Truck has been disabled until further notice.

    NOTICE: You must delete all vehicle craft files including rover craft files before applying this package. As there have been numerous changes to all vehicles.

  9. whats the ETA on the installer?

    -Was trying to get this main bug (emergency vehicles being out simultenously) squashed so that FREEMAN can compile a clean one. Odds are most people will be downloading that one since it gives you the most options in an easy to use interface.

    -We have to wait until Nazari squashes the bug which as I said earlier may require real time diagnosis with Snjo.

    -I'm still aggregating bug reports FREEMAN and the other testers are sending me.

  10. We aren't able to come to terms on the problem.

    Earlier I got it to work perfectly. I then exited KSP and came back to it this evening to begin rebuilding all the craft files only to discover it was crashing again.

    [edit] Scratch what I said...

    We found the culprit.

    KAS and the Firetruck...

  11. Status

    -We may have fixed the bug. Unfortunately it meant removing the Sirens from the Patrol Car and the Firetruck.

    -We fixed the KerbaLab bug which broke the right click context menu.

    -All other bugs reported seem to be users who are using an old version of Firespitter. You need to install the version included with any 4.08 Pack.

    An update will be posted later this evening

  12. Status

    -We're aware of the multiple vehicle causing NRE errors and slow downs. Nazari was able to reproduce it and is diagnosing. Unfortunately it seems it may get escalated to Snjo to help with debugging. What that means is that a fix may not be available for a couple days. Although I'm hoping we can nail it down sooner.

    -We fixed the KerbaLab bug which broke the right click context menu.

    -All other bugs reported seem to be users who are using an old version of Firespitter. You need to install the version included with any 4.08 Pack.

  13. KSOS Pack 4 Bug hunting twitch stream, at 1:00pm PST

    -I will not be playing the game.

    -Bug hunting and verifying only.

    -Will be asking viewers to verify bugs.

    -May be able to upload updates and or fixes.

    Same on here.

    More than two Cars/Trucks/Rover and frames goes down to an unplayable level.

    Will verify during the public stream.

    Okay, bizzare-ness on a fresh install, only KSO full pack, and ATM mods installed, I start the game, first time, it loads fine, second and third freezes up, fourth time works, fifth doesn't I don't get it.

    Make sure to start KSP as Administrator. You're reaching your memory limit. Additionally try installing the Texture Replacement mod which helps with memory.

    So I have this weird issue... In 64 bit KSP, attempting to place or use the Kerbostar piece instantly causes the game to crash. Anyone else getting this?

    Try running KSP as Administrator. Uninstall ATM if you're using it. Otherwise you may need to run 32bit (with Texture Replacement installed).

    hello all i think i found a problem

    so here is what happens added parts (whatever parts) then added kerbalLab trying to right click on kerbalLab brings no options or info or anything and then you cant right click on any other part you have to exit VAB then re enter so you can have right click ability again but if you right click on kerbalLab again same story again

    here are some screens (thou not showing much) and output file

    using ksp 0.24.2 x32 win7sp1 x64

    hope it helps

    Will check Kerbalab on stream.

    I meant the parts from the older packs, not the new parts. I thought I read in here somewhere the textures got an update or something.

    No such thing currently. I believe you mean after the KSO Standard is redone then I can apply some of the new techniques used which save memory. However that may no longer be happening at this point since I'm tied up with other long term priorities.

    Me neither good find thanks!

    Edit: new problem, went to R&D researched the parts, hit exit and it brings up the UI for the SP scene to go to the VAB but im still in R&D and can not exit or quit to main menu, I have to Alt-Tab and close it from there.

    Not much I can do here :( Will check during the stream.

    Hello! I am new to Ksp and I am not really familiar with adding mods and stuff. I was trying to install the KSOS KSO 1.8M Standard. But when I was trying to build the shuttle the gear, cargo door etc did't work. I can't close or open them :( and when I am trying to go into saved ship i can't open the ships... can someone help me and tell me what I am doing wrong?

    Edit: I was trying to add Active Texture Management But I don't know if that works. I have 0.23.5 patch

    You didn't install it correctly. You're missing the Firespitter folder. You must install all folders included in the download.

    I'm experiencing some problems with the fire engine that make it un-usable. Whenever I change scenes, or come back to it, there is a chance it will appear with the green texture and no wheels and the crew dead. It then slows my game down really badly and I have to force quit. http://i.imgur.com/o2qa3or.png

    Will verify during the stream. I believe I know the cause, which may be linked to folks unable to have more than 3 vehicles out.

    There is a problem when there is so 3 cars in KSC the game lags the hell out,it makes flying helos and launching shuttles impossible,I tried to make it a real life launch with the emergency vehicles ready but it just lags the hell out,can you find a way to fix this,I switched to my massive space station and there isn't any lag so the mod is the problem,can you try look into it?

    Will verify during the stream, see below.

    Users that can't have more than 2+ vehicles in the live scene.

    -Launch the KWM Lorry Tractor (move it off the side of the runway)

    -Launch more than 3 of the same KMW Lorry Tractor (move them off the side of the runway)

    -Check to see if you have the "Lights Out" bug. This includes game slowdown, inaccessible vehicles, etcetera.

    -Otherwise if everything is working fine;

    -Load the KMW Coach or the KMW Firetruck. Does the bug appear?

    Vehicles stuck and/or sunk in the ground

    -If your vehicle is sunk in the ground or stuck (you can't drive forward), return it to the SPH/VAB.

    -Remove all the tires.

    -Place new tires on it, but watch the wheel hubs. They should all be marked with either a Grey Arrow, Red Arrow, or Grey Mark which should point to the bottom of the wheel hub.

    -All of your wheel hub arrows should be facing to the ground.

    -The best way to not screw this up, is to always build a vehicle/vehicle-sub. assy in the SPH. When you place a wheel place it off to the side (not attached to the vehicle) and look at its hub to make sure it's facing the right way (arrow to the ground). Then use symmetry to place it (this makes sure the opposite wheel goes in correctly). Then use Alt+grab the same piece to make a copy of it for the rear wheel, ensuring it's also facing the right way.

  14. n5EKsAn.jpg

    It's all good now. Got several bugs fixed. (will be posted on changelog). This also included the rover fuel module scale issue

    Changes to Phase 2 were mainly the addition of the flags. Phase 1 was also updated with flags on the Standard KSO. Hence a lot of parts had to be re-exported. Since it has been a while (almost half a year or more for some parts) it was easy to have some mess ups.

    You guys will have to be patient these next few days as I update all links and upload everything.

    Phases are going up piecemeal as I verify them.

  15. Anyone? Please answer meh!

    KSO is already released. Do you mean Phase IV? You don't need Phase IV to fly the KSO or the KSO25.

    Update

    SST textures are broken. They require Nazari re-export the SST. Sorry, release is now delayed over the weekend (do not know if I'll be able to get a hold of him before tomorrow).

    Lol they are pointing to the truck textures it seems.

  16. When I do that the light only stays for a few seconds?

    No, once you flip the switch the cabin lights stay on until you flip the switch again and turn them off. I believe you're confused with the old bugged siren lights, which are no longer bugged either.

    Is there any chance that KSO is part of this endeavor? I started playing with KSO last week when I realized that KSO would fit nicely into making spaceflights cost effective in .24.2. Helldiver and Nazari, your mod's quality is stunning! It's clear that the two of you put a great deal of effort and thought into creating the shuttle system. Having multiple nodes on the KSO's engine block, for instance, really makes alternate configurations possible, and the cockpit of the KSO can easily be used as a command module for an interplanetary spaceship. I could easily see you making a version of the KSO that replaced the cockpit and cargo bay to make a Shuttle-C type spacecraft. I also like the Super 25 and its ability to fit 2.5m components in its bay. The OKS/MKS system fits nicely inside, for instance.

    I get asked this quite often, both on the stream and on this thread so I'll try and answer as best I can;

    No, the KSOS mod is not part of the goals or content that Squad wants for their game. I don't believe it really has ever been (as far back as when I started the first 1.8 Standard shuttle). Squad's goal are generic, sterile, standalone parts (think Legos). Although KSOS contains some standalone parts, most of the main components are organic components meant to assemble together as one and/or parts that incorporate multiple parts.

    If they would like a part for their game, I would charge my normal contracting fee and require the concepts for the component they wish made (in FBX format).

    Making sure that is clarified since we get quite a few people complaining how KSOS shuttles don't let them freely assemble what ever they want.

    I have questions for the near future of KSOS: Will the installer work on macs and is that the only place to get the alternate textures?

    -The installer is currently for Windows only. However we still have to do testing and we should be able to test it on Mac, but I can't promise that. You can get the alternate textures on the second post right below the OP or by downloading the desired pack individually once phase 4 is out.

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