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NathanKell

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Everything posted by NathanKell

  1. 1. Describe the problem 2. Reproduction steps. 3. Cause the problem. Quit KSP (if it hasn't crashed). Upload your entire output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
  2. A spur-of-the-moment suggestion. One way to informally try this out: if modders add a section to our OPs thanking particularly exemplary users for the help they've been providing. This will flag out those users as having a bit of official weight behind them, and also add some positive reinforcement, without creating a formal structure.
  3. It's called "update both mods." Until 1.7.0, KAE's multi-version support was broken on .24.2. taniwha fixed it, but it does require all versions of KAE being at least 1.7.0. And both TweakScale and PF use KAE.
  4. Hidden is GOOD. It means a mod is doing compatibility work for you, so you don't have to.
  5. rbray, I was talking with asmi (who wrote a new render for Orbiter with truly amazing graphics...) and he mentioned this site: http://www-evasion.inrialpes.fr/Membres/Eric.Bruneton/ It even has sample GLSL code. Looks like it would be very useful to you, especially since the techdemos were done on a GeForce 8800 (!) not anything more modern.
  6. Am I wrong to think that 1.25m engine is deeply inspired by the Gamma cluster on Black Arrow?
  7. GregroxMun: a little tact never hurt anyone, especially when directed at a mod author who's *already* donating tons of their time to you (and other users) for free.
  8. shrx: Bodies without an existing atmosphere won't have an AtmosphereFromGround created for them. Kopernicus will do that, I think, if not now, soon. Regarding the temperatureCurve: not sure why it's not loading. I'll check.
  9. Um. Since thus far it seems to work for most people, I'm not sure what a hotfix would even fix? Now that those files, at least, do look to be installed correctly, please follow the issue reporting steps: 1. Describe the problem 2. Reproduction steps. 3. Cause the problem. Quit KSP (if it hasn't crashed). Upload your entire output log (NOT ksp.log) to dropbox or something. Windows: KSP_win\KSP_Data\output_log.txt OR KSP_win64\KSP_x64_DATA\output_log.txt (depending on which used) Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log ) Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log thanks!
  10. mecki: When you right click on a part in the catalog to get more info, it will give you more info on the modules, including the MFT module (and will say what type). Per responses elsewhere, only the ServiceModule has *enough* pressurization for pressure-fed engines (like the SPS, or like all RCS thrusters) to work. While all tanks have some pressurization, it's usually not much; you need quite high pressure for pressure-fed stuff to work. ThorBeorn: @PART[foo] { @MODULE[ModuleEngineConfigs] { @CONFIG[whatever] { curveResource = SolidFuel thrustCurve { key = 0.0 0.13 key = 0.01 0.2 key = 0.064 0.7 key = 0.1 0.72 key = 0.56 0.88 key = 0.85 1.09 key = 0.9 1.1 key = 0.97 1.08 key = 0.99 1.14 key = 1.0 0.55 } } } }
  11. Yes. Given these things are usually more or less piecewise linear you probably should just do piecewise linear integration?
  12. In your second image, the paths are wrong. The textures go in GameData/RealSolarSystem/Plugins/PluginData/ not GameData/RealSolarSystem/Plugins/PluginData/RealSolarSystem/Plugins/PluginData/
  13. You don't use Unity for coding; you write the plugin in C# and compile it. Here's the (old but AFAIK still valid) guide: http://wiki.kerbalspaceprogram.com/wiki/Plugins You might want to, instead, do what FireSpitter does: have the ModuleEngines use a resource that the part itself (via a ModuleGenerator) creates. Check out FireSpitter's electric engines; they do this (using FSCoolant IIRC).
  14. Your problem: you have a RealSolarSystem_v7 folder in GameData. You need to extract the *contents* of the zip (RealSolarSystem, CustomBiomes, CustomAsteroids) into GameData. So drag everything in the RealSolarSystem_v7 folder out into GameData, then delete the now-empty RealSolarSystem_v7 folder. Apparently OS unzipping methods suck now, and generate extra folders. I'll make the install easier in future.
  15. Nope. *All* tanks are pressurized. The distinction is between tanks that are mildly pressurized (everything but ServiceModule), and tanks that are *very, very* pressurized (ServiceModule) and are therefor fit for pressure-fed engines (RCS are pressure-fed engines btw). RedAV8R: yep...
  16. Sokar408: ask Kyle to finally get around to fixing scaling on the parts. It's been a known issue for *many* versions, and he said he'd fix it a while ago, but hasn't.
  17. That's because only the ServiceModule is pressurized. Well, all tanks are pressurized. But only the ServiceModule is pressurized *enough* for pressure-fed engines.
  18. Then ATM isn't the one doing anything. Make sure you have your texture quality set to full/normal or whatever in game graphics settings.
  19. That seems very strange indeed. Have you tried just replacing the RSS dll with the new one? If all else fails, v7 should be fine. It has an error with AFG, but if you're seeing atmosphere, it's all fine.
  20. Note that you'll need ModuleRCSFX, since there's a bug with the stock ModuleRCS and PROPELLANT nodes. :\ You can get the latest version from Realism Overhaul (or the repo https://github.com/NathanKell/ModuleRCSFX/ )
  21. Yes. Yes it is. Hey, it'd be nice if more than just me (and taniwha) are the ones poking SQUAD about it. If there's a critical mass, maybe they'll listen.
  22. I believe both will get loaded into fxgroups internally. I'd ask sarbian (who did SmokeScreen) for more info, too.
  23. metaphor: on it. hydropos: you need to remove *all* mods before using steam's verify tool; the verify tool will not delete extra files added by you. So you should nuke GameData *entirely* and then run the tool (to redownload clean Squad and NASAMission folders). *Then* download RSS v7.1 fresh, and install that. *Then* try again and see what happens. If it works, replace the cfg with jsimmons' cfg and try again.
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