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Everything posted by Stone Blue
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DROMOMAN - modular arm parts for Infernal Robotics
Stone Blue replied to nothke's topic in KSP1 Mod Releases
Wow... talk about necro... So @MeDooog2003 , doe syour post mean that the latest release of this works for you in KSP v1.0.5? -
Hmmm... It IS included all in one folder... Even more so than normal, since everything here seems to be in the /Parts folder, with no individual /Parts/<each parts' own folder>, like normal, i dont know how you could GET any more limited to everything in one folder?
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Windows Crash caused by KSP
Stone Blue replied to Paul_Sawyer's topic in KSP1 Technical Support (PC, modded installs)
With the mods you have installed, I'd guess you are hitting the RAM ceiling, AND most likely youre hitting the temp threshold on your CPU (in other words, youre cooking your CPU)... KSP is certainly one of those programs that can literally be a computer-killer... I would NOT attempt to play KSP anymore until you dump some of those mods... Specifically the graphics mods... I would definately dump Scatterer. I have a laptop with specs VERY close to yours, and I cant even run Scatterer on a lightly modded install, much less attempt it with some of the huge parts packs YOU have installed... I would then take a look at removing TextureReplacer and PlanetShine... I have never used them, so I dont know how resource intensive they are... I just know with laptops with the specs like ours, graphics mods are a no-no, unless maybe on completely stock installs... Also, I see you have UbioZur installed.... Be VERY careful with that... If you use it on parts like engines, RCS, or anything that has animations, or MODULEs in the .cfgs, your game can choke on those, as well... (It shouldnt cause the CTDs youre getting, but in THIS case, it could be a contributing factor.. ) ... Dont worry too much about this right now, as you have bigger fish to fry, but its something to think about when you get a stable install going... Also, do you have any extra cooling you use with your laptop?... I wont/cant play KSP without having my Thermaltake Massive23 GT cooling fan going full blast... And then I STILL have to be careful, because my CPU temps STILL push 90-95°C... I really shouldnt even be playing this way... but thats KSP addiction for you... -
Wow... I didnt even realise that... How long has THAT been there?... Maybe I didnt notice, becuase I've been using Hullcam & RPM together for so long... That might also be why I thought the KURS-style Docking Cam mod may work with the RPM MFDs... It was probably just the native RPM module I was seeing, when I had KURS installed, and NOT Hullcam...
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SXT, KerbalKonstrcuts, and a lot of other mods not working
Stone Blue replied to EVA_Reentry's topic in KSP1 Mods Discussions
Well, at least you dont have CKAN complicating things... And he means the first one: KSP_Win/GameData/ -
@inigma , how about some large cargo plane contracts?
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- contract configurator
- contract pack
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[Plugin/Parts] Kerbal Foundries - Continuation [Latest: 1.9g]
Stone Blue replied to Gaalidas's topic in KSP1 Mod Development
EDIT: nevermind... -
@saxappeal89129 That would probably be Hullcam VDS... ALthough, I beleive the KURS-style Docking Camera mod might also work with RPM? If it does, it doesnt require all the parts that Hullcam ships with... Though I usually delete most of the Hullcam parts, and mainly use the ASET camera, instead... Also, it appears this stock MK1 RPM IVA just got released:
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Purple toolbar icons
Stone Blue replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
REALLY??!!... Dang....I tried that with the EL/SC icon, and it didnt work for me... Also tried making resized copies of the CLS icons, and THAT didnt work... WTH?... My computer fu must have been at a low point that day, and I must have mis-typed, or mis-placed something, folder-wise... -
[1.2.1] SimpleConstruction - Stock rocket building v3.3
Stone Blue replied to MatterBeam's topic in KSP1 Mod Releases
So I'm just starting to try this mod, and a very minor issue. It was brought up by another person, so i know I'm not the only one. I've also done quite a bit of troubleshooting already. I get a purple square for an icon using Blizzy's Toolbar. This is on a stock install, with ONLY SimpleConstruction and Toolbar installed. I even tried replacing the SC toolbar icon with the same one, directly from EPL, and that didnt work... I then removed SC and installed EPL itself, and the icon works for EPL, so I assume its not an issue carried over from EPL... I did notice there is a small size difference between the two icons, dont know if that matters at all...??? -
Active vessel when undocking
Stone Blue replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
Yea...Thts what I usually do... -
[1.12.x] Connected Living Space v2.0.2.0 (12 Feb 2022)
Stone Blue replied to Papa_Joe's topic in KSP1 Mod Releases
@Papa_Joe SO I figured out the purple Blizzy's Toolbar icon that some people reported back, around the last update release... I guess the issue got lost in the heated discussion about the semantics of the "Surface Attachable"/"Attachable Surface" debate... LOL... and the later, more important, in-depth feature discussions... Unless it was an intended change, it looks like the two smaller textures, with the "_b_" filenames were not included in the v1.2.0.1 update... I copied them from the 1.1.3.1 version (I didnt hve the 1.2.0.0 on hand,, but see it DOES include them), and added them to my 1.2.0.1 folder, and the icons now work properly in Blizzy's Toolbar... I dont know how to add a PR to Github, and couldnt even if i did, since I cant access Github domain from my home network... Could someone please throw one up quick? Thanx! -
Purple toolbar icons
Stone Blue replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
@eberkain YEEEAAAYYYY...I figured out the CLS icon.... Cant believe it was so simple, and that I didnt find it sooner by doing some reading and digging thru the CLS release thread... (especially considering how much it bugs me when people post questions & problems without doing basic research (like reading back a few posts that are on the SAME page that they are posting on... ) Oh well, i digress... The issue is that it seems there are SUPPOSED to be two, smaller icon textures, both with the "_b_" in the filename... It looks like they got dropped from the latest release of CLS (1.2.0.1), for whatever reason... I tried a KSP 1.0.4 install I still have working, which has the earlier version of CLS installed... The icon works perfectly... SO I looked in the CLS /assets folder, and lo & behold, there are two smaller icon textures with the _b_ filename... So I copied them over to my KSP 1.0.5 install, booted the game, and VOILA!... Icons now work... What threw me off, was that I thought the smaller textures were just re-sized copies of the larger ones... I guess that was a terrible assumption... Anyway, lesson learned for future Toolbar icon issues... As to the EL icon, no clue on that one yet though... I'll go post about the icon issue on the CLS thread now... -
Purple toolbar icons
Stone Blue replied to eberkain's topic in KSP1 Technical Support (PC, modded installs)
@eberkain I also had those same two errors show up for me... I also checked the folders, and there is no "_b_" in any filename for the CLS icon... I tried copying the existing icon, and renaming it to match the error, and it still didnt work... Also, I dont think this specific issue is OpenGL related... IIRC, I was getting the same thing in Linux (forced OpenGL), as well as my Win install, both using forced OpenGL, AND with forced DX11... EDIT: Yup..it doesnt seem to be OpenGL/DX or OS related... I get the same thing with OpenGL, DX11, AND DX9... Also, it happens with each mod, by itself, in a clean, stock KSP install... Oh, i also earlier tried creating different sized icons. I notice some mods with Toolbar support, ship with both a larger, roughly 32~38px texture, I assume for the stock bar, and smaller ~24px textures, which I assume are for the Toolbar... So I made resized copies of both the CLS & EL textures... Neither had any effect... I'm guessing, based on this, and the error message (at least for CLS), that it's something hardcoded into the .dll, for Toolbar support, either in CLS itself, or the Toolbar.dll, that is causing it... If thats it, tho, why hasnt anyone else had this before now? -
If you do not kave a KSP_Data folder in the main KSP folder, your game is not installed properly, and it has NOTHING to do with ANY mod, much less THIS one... First, how did you buy the game: from Steam, or from the KSP Store? If from Steam, do as Kowgan suggests and use Steam to verify the integrity of your install... If from the KSP Store, then you need to redownload the game installer, if you didnt keep a copy on your computer... Delete your current KSP_Win folder, and unzip the .zip file, to create a NEW, fresh install in a new KSP_Win folder... You need to start with a FRESH, STOCK install of KSP, and get the game working, before any more messing around with SXT, or posting on this thread... Once you have a fresh, working, STOCK game, then install the SXT mod, using the instructions people have posted multiple times already, up above in the thread... If you STILL dont understand those instructions, maybe its best if you use the forum search, or Google, to find out how basic .zip extraction, and KSP folder structure works, before posting back here, that SXT doesnt work for you... Or you could just install CKAN, and be done with it... Sorry if I sound harsh, but the issues you are having seem to be SOOO unrelated to SXT, and frankly, this thread is starting to get cluttered and off-topic with non-relevant posts...
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Active vessel when undocking
Stone Blue replied to juvilado's topic in KSP1 Gameplay Questions and Tutorials
Ummm...I would think, you should be able to use right click menu to do a "Command from here" before separation, on whatever command part (capsule/cockpit/probecore) you have on the 2nd ship, OR you can do the same for the docking port on the 2nd ship, that you will be decoupling... You also know that if you accidentally separate before doing that, that you can immediately hit either " [ ] " (bracket keys), to switch vessels within 2.5km of each other? -
Well, there are many other, modded cockpits available, other than just the Firespitter ones, that RPM still works with... Hopefully the new Part Tools will get released the same time 1.1 goes public, and a month or two later, all will be well with the world, because not only will many mods that have been stagnant thru 1.0.5, waiting for 1.1, will be updated, and there will also be many more NEW mods, I expect...
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I have LOTS of mods from 0.25.... PM me a specific list of what you're looking for, and I'll see what I can do... I wont be able to give you any where licenses wont allow... I can provide links to working downloads, where you can grab them yourself, first (that will avoid license issues)...
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Welcome to the Forums, and to modding KSP... First, I would recommend posting an actual release thread, here on the KSP Forums, in the Add-On Releases forum... Then, add more pics, of the individual parts... Also, maybe proof-read your mod description on the Curse page...
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I need help... I have a modded antenna that I cant get to work with RT for some reason. It had MM patches that USED to work with RT... I have copied, verbatim, RT MM patches from other, VERY similar antennas... I have tried various tweaks in the patch, and NOTHING works... I'm stumped... Can someone please have a look and hopefully tell me what I am missing? Here's the verbatim patch, with just the part rename, from a similar antenna: @PART[bladeAntenna]:NEEDS[RemoteTech]{ !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %IsRTActive = true %Mode0OmniRange = 0 %Mode1OmniRange = 5000000 %EnergyCost = 0.05 %TRANSMITTER { %PacketInterval = 0.5 %PacketSize = 1 %PacketResourceCost = 10.0 } } } I double checked the part.cfg and cant find anything out of the ordinary...
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@oliverjrose99 Also, do yourself a favor, and bookmark this site. Once I found out about it, its made using RT so much better: RemoteTech Visual Planner
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Yes... What I'm saying, is that I dont really understand why dishes need to be used AT ALL, for a simple KEO/LKO/Kerbin network. I put 4 sats (5 if you want longer usable network due to sat drift), with ONLY a Comm32 (or equivalent omni) into KEO... (If you havent unlocked the Comm 32 yet, and only have Comm16, then the same thing, 4 sats at 750km~1000km will cover EVERYTHING from Kerbin's surface out to KEO) That covers EVERYTHING from Kerbin surface out to ~6.2Mm (or halfway to Mun)... You shouldnt need dishes AT ALL, until you have craft/missions going out past 6Mm... And then, you only need dishes pointed OUTWARD from your KEO network, to connect your existing KEO outward... So, yeah, I guess I am just always wondering WHY?, when I see the TONS of RT posts here and on Reddit, of people having connection issues in sub-KEO communications...Especially since it ALWAYS seems dishes are involved... I know when I first started KSP and RT in sandbox, I always built these big, elaborate relay sats with all kinds of dishes and omnis, thinking they were kewl, and with everything but the kitchen sink included, they would already be good to go with future interplanetary networks I would set up later...Well, I found out, as usual, KISS (Keep It Simple, Stoopid) is better...ESPECIALLY when I started playing Career, where funds and unlocked tech come into play... To use dishes, I believe you need at least TWO dishes per sat, and THREE dishes on the one above KSC... One dish to point at KSC, then two dishes to point at the neighbor sat on each side... The other two sats just need one dish to point at either neighbor... The short range dishes have cones that should be wide enough to catch anything flying within the cone, automatically... But again, this seems redundant, overly complictaed, and certainy NOT cost effective, instead of just using much smaller sats with a single omni... Also, if the cones are "technically" pointed inward at Kerbin from KEO, you shouldnt get any connection from anything behind them, just outside KEO... So you also lose that outer ring from KEO to ~6Mm that you would get with omnis...
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With KEO, even 30 secs error is A LOT... I recently saw a chart of different (small) amounts of orbital period error, and the resulting length of game time, before the constellation was unusable due to orbital drift... Wish I could find it... Use RCS and or a thrust limited ANT engine to get < 1 sec error... Also, once you get it ~1sec, if you rotate the craft, even just using reaction wheels, you can throw off the period by as much as a couple of secs or more... So if you want a satelitte to orient in a specific direction (this is mainly for aesthetics, since physically pointing dishes does nothing, like in RL), for example to point a dish or scanner always at Kerbin, or to always point at the sun, its best to orient it in that attitude, THEN use RCS/ANT for fine period adjustments (this means taking this into consideration during satellite design & construction), and when you get < 1 sec, just leave attitude and orientation alone. (also, the Persistent Rotation mod helps with that)... EDIT: Actually, if you havent seen this, you should take a look (this isnt the "chart" I remember seeing, but it's listed on the RT tute, so it must be legit: https://remotetechnologiesgroup.github.io/RemoteTech/tutorials/keo/#optional-steps I dont know if its a linear equation for those calculations, but if it were, then 30 sec error would only last 40 Kerbin DAYS... And thats probably if all were in perfect placement to begin with, meaning even less usable time with compounded errors of actual placement of satelittes... And yes, the satelittes will move back into alignment again and again... In your case, if you dont mind warping all your other craft/missions, till they align again, once they are, THEN you can possibly attempt to make adjustments to the periods if you still have a means of maneauvering the sats...
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By using omnis, not dishes...??