-
Posts
5,100 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Stone Blue
-
Yup... The first thing i thought of needing these for when I 1st saw your mod, was for SSTOs... The only stock antenna that remotely looks reallisticaly aerodynamic, stuck to the body of an SSTO (or even atmo-craft), is the DP-10, which has nothing for range... And the dishes are too big to stick inside a cargo bay... What I had been doing, was taking the folding Fustek Telemachus antenna, and duplicating it for RT comm use, and mounting that on a wall in cargo bays...Now your antennas work inside cargo bays, and service modules without taking up tons of room, or looking ridiculous...
-
Stock, fresh install of 1.0.4 on Lubuntu 15.04 64bit, and I am getting a bunch of wheel collider errors along with a couple other issues. IIRC, it seems to me I've been getting wheel collider errs for every stock, as well as every mod part ever installed (that has to do with wheels or landing), for every version of KSP since 0.90...both Win & Linux vers... ??? Here's the relevant lines from my KSP.log: https://drive.google.com/file/d/0B0D_PFGuuyqoN1UyZ0ZMbGsxSDQ/view?usp=sharing
-
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Stone Blue replied to Ven's topic in KSP1 Mod Development
So I have a few errors showing in my KSP.log for this mod. Running latest mod version on 1.0.4 Linux 64bit, stock install except Ven's & packaged MM... Any ideas? The relevant lines from the log: https://drive.google.com/file/d/0B0D_PFGuuyqoRWtFdzdxVnFzSm8/view?usp=sharing -
The Linux Thread!
Stone Blue replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
So I was perusing my Player.log for giggles, and I see the following at the top. My question is mainly, why is my 2GB VRAM dedicated at the top, but anear the bottom, it shows 0 MB VRAM detected?...Also, it looks like KSP is defaulting to using OpenGL? is that correct? Thanx for any insight... (Oh, this is Lubuntu 15.04, KSP 1.0.4 64bit) Desktop is 1600 x 900 @ 60 Hz GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: 2097152 OpenGL: Version: OpenGL 4.5 [4.5.0 NVIDIA 346.96] Renderer: GeForce GT 630M/PCIe/SSE2 Vendor: NVIDIA Corporation VRAM: 2048 MB Extensions: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_NV_internalformat_sample_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage GLX_NV_copy_image GLX_ARB_get_proc_address Setting maxVSyncInterval to 4 GL: Detected 0 MB VRAM Total system RAM: 5805 MiB Initialize engine version: 4.6.4f1 (99f88340878d) -
Kerbodyne Plus Development Thread
Stone Blue replied to Bonus Eventus's topic in KSP1 Mod Development
Just pretty much bumping this thread...And to see if maybe there is any recent activity? -
So absolutely NO ONE has tried this?!?... Or has ANYTHING to say about it?
-
Hmmmm... Has a "Browncoats, UNITE!..." look to it... Nice...
-
[0.23] ActionGroupManager (AGM) 1.3.2.0 (29/01/2014) : bugfixes
Stone Blue replied to SirJulio's topic in KSP1 Mod Releases
So I would like to download and use this for 1.0.4, but reading thru the last few pages (as well as the 1st OP), I'm kinda confused on what version to use... Also, I keep a spreadsheet of mod versions and which KSP version they are for... Since SirJulio hasnt seemingly been heard from in almost 2 years, and since it looks like at least a couple of you have taken the excellent initiative to keep this mod alive, might i suggest it's time to to start a NEW release thread, with nice clear documentation?... You might get many more people to use this, with a fresh new thread... Thanx! -
Suggestion for Mun/Minmus RT relay network?
Stone Blue replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
I agree...The DTS has a 50Mm range...Minmus orbit is roughly 47Mm...So the DTS will be plenty... I will add that I dont really see the point of adding larger, longer range dishes to a Mun or Minus SOI...They would only extend past Kerbin inner-SOI roughly 1/2 the time, and when you start talking Gm range dishes, the 50Mm extra reach from Minmus outward, vs Kerbin outward, is almost negligible... So I think I would keep the Kerbin (moons) networks simple, and only for direct comms from each (moon's) SOI to Kerbin only; NOT as part of interplanetary relays... For farther outside Kerbin SOI, thats where I guess I would put my large, interplanetary comms in either full polar, or highly inclined orbit around Kerbin... -
Suggestion for Mun/Minmus RT relay network?
Stone Blue replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
Yeah, either do what Alshain states above, with 2 relays, one in front, and one behind each (moon)... Or 3 sats, each with one Comm16 & DTS-M1, like you want... For Mun, place them anywhere from 800Km-1100Km orbit, and they will have close to 100% coverage to just outside Mun's SOI... For similar coverage around Minmus, orbit them anywhere from 1100Km-1300Km... https://ryohpops.github.io/kspRemoteTechPlanner/#/planner -
[1.1] NavUtilities, ft. HSI & Instrument Landing System
Stone Blue replied to kujuman's topic in KSP1 Mod Releases
I use Kerbin-Side to get more bases/runways/launchpads... http://forum.kerbalspaceprogram.com/threads/82785 Then, as stated on the main post, you copy this .cfg for NavUtils to access the new runways: http://forum.kerbalspaceprogram.com/threads/82785-1-0-4-Kerbin-Side-%28v1-0-5%29-Supplements?p=2155480&viewfull=1#post2155480 -
That all looks good, I think.... You want to concentrate in lines that start with [ERR] & [WRN]... [LOG...] is normal... Also, probably not related, but I notice it looks like you have your KSP install folder saved to your Desktop?... IIRC, thats not ideal... Also, IIRC, the main install folder should be named \KSP_win\ ...(for WIndows, _linux for Linux)....That would replace your \Kerbal Space Program - Main Game\ ... Again, hopefully someone who knows for sure will chime in on that... At the very least, I'm helping by bumping your thread, and keeping it current...lol
-
^^ It doesnt really matter where it is, as long as its somewhere in Gamedata or a sub-folder... I usually keep mine right in the main Gamedata folder, or in a sub-folder labeled KSPAPI... Sorry it didnt seem to work for you... I know multiple copies, especially of different versions, can SOMETIMES cause issues... The most current version is SUPPOSED to overule any others during laoding...Like I said, it was just a quick shot in the dark... And the latest KSPAPI is 1.7.5: http://forum.kerbalspaceprogram.com/threads/81496 I guess next thing would be too check the KSP.log in the main install folder...Scan down thru for [ERR] & [WRN], and look for anything obviously related to EL... Hopefully you'll get some better responses soon...
-
Just a quick shot in the dark with the Ol' Boomstick, but if it might be KSPAPI related, check your Gamedata and all sub-folders for multiple copies of the KSPAPI Extensions.ddl... If there are, find and keep ONE copy of the latest vers., and try removing the rest... Also, you would probably get better response, from posting on the actual EPL release thread... Also, if you havent already, look here: https://github.com/taniwha-qf/Extraplanetary-Launchpads/issues
-
Interplanetary commsat network advice
Stone Blue replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
Just thought i would throw this out there, if you want to eliminate needing sats for Kerbin LKO, and want to expand ground control around Kerbin, there's a mod for that, its part of the Kerbin-Side suite of mods: https://kerbalstuff.com/mod/1073/Kerbin-Side%20Ground-Control -
I guess I dont understand how you want an amount of reserve electricity, but you dont want the extra mass to contain it...??... Nothing is free... It seems what you want is a "magical" source of power, that is "just there", with no cost to mass, no need for user intervention, as you want it to just automatically kick in on demand... In my mind, without cheating reality, you're gonna need "extra" mass to store "extra" electricity...You're gonna have to have some kind of user intervention to turn it on/off when needed, OR you're gonna have to use a mod like Smart Parts or kOS to automatically control it... (again, extra mass for the controller parts...)...??? Probably not what you want either, but I use TAC Fuel Balancer to create reserve power and fuel tanks...I also use it to lock command pod and probe core electrical storage, thus creating "reserve" batteries in them... http://forum.kerbalspaceprogram.com/threads/25823-1-0-2-TAC-Fuel-Balancer-v2-5-1-2May There's also Goodspeed Auto Fuel Pump: http://forum.kerbalspaceprogram.com/threads/67163 This could probably be easily modified to handle electricity and batteries...
-
^^ Its up to each mods' developer to include Toolbar support in their mod...So stock buttons cannot be added to the Toolbar, nor any mod that does not include support...Basically, if the button shows up in the Toolbar list, thats what you can add...Also, most mods that DO include Toolbar support, should have a checkbox or something in the mod's own UI or Settings window... So if you have a mod that does not support Toolbar, post a request to add it, on THAT mod's release thread...And maybe if enough others reply agreeing with you, the mod author may add support to their mod...
-
[WEB] Visual RemoteTech Planner for MOD RemoteTech
Stone Blue replied to ryohpops's topic in KSP1 Tools and Applications
^^ Thanx, hab136... No, I'm currently on cable...Havent been on DSL and had to tweak my MTU for almost 6 yrs now... (My MTU is currently set to Auto->1500...)