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Everything posted by Stone Blue
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Swapping KSP Between Vanilla and Modded
Stone Blue replied to TartarusMkII's topic in KSP1 Gameplay Questions and Tutorials
^^ x3 I also run separate installations: Modded, Stock, Test. I've found KSP Mod Admin to be the perfect tool for installing/uninstalling mods in my Modded and Test installs. I looked at JSGME also, but it IS very generic, where KSPMA is made specifically FOR KSP, and has MANY more useful features geared specifically for KSP. MacTee (the dev), is always on top of bugs and improvements, and updates it frequently. http://kerbalspaceprogram.com/ksp-mod-admin/ -
No, I havent..I've only been playing stock career mode with 0.22 so far...Quite difficult...lol Biggest rocket so far is only about 80 parts (3 stage rocket), and a manned 97 part sea/land/air rover. Basically looks like a plane, but can do 250m/s in the air, 60-70m/s on the ground, and 8m/s in the water. I HAVE noticed I've been able to run full screen, and up my graphics settings a little with practically no lag in 0.22...But then I have been running mods with 0.21, and had little "vanilla" play time with 0.21, so I cant really compare 0.22 vs 0.21 that way. I'm still updating my spreadsheet of over 180 mods...When thats all done, I'll be installing and trying most of them with 0.22.
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Yup. ^^This. I have MANY mods, and many are large parts packs. I think I run about 850 parts, after cutting all the parts I dont use from the install. The biggest single cut can be made to the Squad (stock) folder...ESPECIALLY the IVA views and props: those alone will cut the Squad folder by about 270MB. I never use the IVA views, whether stock OR mods. I havent tried the new re-textures yet. My computer gets really laggy at about 300 parts, whether its a single ship, or multiple ships, even after disabling and lowering most of the graphics settings to their lowest, though, but I've never had a game actually crash, even with my Gamedata folder as high as 2.7GB...Gamedata folder DOES seem to affect RAM usage, but its not a linear thing. (ie cutting 1GB from your Gamedata does NOT mean youre gonna cut RAM by the same amount)
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I'm no expert on docking/rendezvous, but mechjeb usually can get me within a good rendezvous distance of 50-100 meters. But for docking, i've found mechjeb to be useful only for the first part of docking. ie getting to maybe 20-30 meters, and getting my crafts lined up. For me, if i try to use mj under 20m, it starts doing weird things, like unnecessary rolls, or accelerating toward my target, making me overshoot, or crash. So i usually just use mj for 'coarse' docking alignment, then i take over manually for 'fine' control and final docking. I suggest looking at the Docking Indicator and/or the Romfarer Docking Cam mods. They help tremendously, and add to the realism, of docking.
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I know you want to stay stock, but have you looked into the UbioZur Welding mod?...I havent used it yet, and am not too sure on how it works, and i may be wrong, but doesnt the mod allow you to weld parts by modifying the craft file, as you build in the VAB/SPH?...If thats the case, does that mean you wouldnt need the plugin, once you have the completed craft file?..If thats the case, once its done and complete, you would be able to share it, and it would not require the mod, hence, technically, it would still be stock? Cuz if you COULD/WOULD use it, I imagine you could cut down the parts count IMMENSELY, probably just by "welding" the top and the bottom dish halves into 1 part each...Maybe weld just all the plated sections into larger "chunks", and that would be good enough to get a reasonable part count like 400-500..... ??
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Trying this now. Having issues with the file browser when trying to load a craft file...The window almost locks up, and takes almost 30secs just to move to each different folder. I keep getting "Not Responding"... ... Makes browsing to the .craft file difficult to say the least...I take it that you wrote this using the German version of Windows on your PC?...Some of the window titles, and button titles are in German...That wouldnt cause issues running on a different language version of Windows, would it?...But then this may just be something specific to MY computer, so take it with a grain of salt.. And as to displaying the part "Title" (the name displayed in the VAB/SPH), vs the part "Name" (the folder name for the part), it CAN be done...I have no idea HOW, or how EASILY/DIFFICULT, but MacTee has done it. I know (at least for 0.21), the part "title" is in each .cfg file, along with the "name". In the Craft tab in KSP MOD Admin, you can display a list of every part on your craft, by TITLE, AND the quantity of each part used in the craft. Also displays which mod each part is from, or if it is stock. You can also dbl-click on a part title, and it will open the part.cfg for you in a text window, so you can quickly view it. You can also dbl-click the craft title itself, and it will open the .craft file in a text window, so you can quickly view much of the same info you pull in Vessel Viewer...However you have a nice GUI, vs just a text file view. Vessel Viewer looks like it has some nice features, and I can see how it could be very useful, especially if you are able to expand on it.
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I currently have three installs, all in separate, appropriately named folders: Modded, Stock, and Test....No issues between them...As to save breaking autoupdates, I just block KSP from contacting the web with my firewall....I dont want to be "surprised" by three different game breaking installs...Though I'm not running Steam either...
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Mod that categorises flights in tracking station?
Stone Blue replied to TMS's topic in KSP1 Mods Discussions
I agree. I usually start my new games with satellite constellations, and I find it kinda hard to believe there is no "Satellite" type, yet there is a "Flag" type......They either have to go as Ships or Stations...Which kind of clutters up THOSE two categories...Also makes the craft icons on the map screen almost useless... Yeah, but you can only choose one at a time, unless I am mistaken....Sometimes I want "Ships" and just "Stations"...Or just "Landers" and "Ships" and "Stations"... Oh, and it would be nice to have a "Base" category for planetary stations, instead of having to group them in with orbital stations... ...i know you could put a flag at each base, and filter by "Flag", but, eh..seems like a pain and unintuitive..?? -
As to whether Steam is planning for the controller to be compatible with KSP... "Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2." Maybe.. lol And as to the trackpads being able to replace mouse... "Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse." That tells ME that they are not quite there yet, and they KNOW they are not quite there yet...SO I would bet that quite a few people will be disappointed with THAT aspect of the controller... My thoughts EXACTLY!!...I've been wondering this for awhile...Whenever I have mentioned it to my console gamer friends, though, they look at me like I'm from another planet...lol...But then most of them cant understand how you can possibly play action games with a keyboard and mouse, either...So they already think I'm nuts to begin with...I've always preferred PC gaming to console, especially once most controllers went over 2 joysticks, 4 buttons and just TWO triggers/bumpers...17 buttons on an Xbox 360 controller is just too much for my brain to handle...I can work faster and better using a keyboard and mouse...lol One of the 40 improvements on the Xbox One controller, is that they removed the bulky battery pack, and made it internal and flush with the bottom of the controller...Supposedly so you have room to stretch out your fingers and get a better grip on the controller....Personnally, I think thats a fail...Your gaming fingers work better if you keep your non-gaming fingers curled up towards your palms, not extended out flat. I think they would have been better off adding at least one large trigger per side, for your 3rd and pinky fingers to use, than to worry about the battery sticking out...PPpshaww! Especially with the new PC market dropping like a lead balloon over the past couple of years, and only getting worse...Although most of your holdouts will probably be hardcore PC gamers...And it will be at least 3-5yrs or more, IMHO, before anything like a decent mid-price tablet, or even a laptop hardware will be able to play games like a gaming PC...
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Mod that categorises flights in tracking station?
Stone Blue replied to TMS's topic in KSP1 Mods Discussions
Maybe this? http://forum.kerbalspaceprogram.com/threads/46956-0-21-Targetron-Target-or-command-vessel-from-a-list-of-active-flights! -
Just delete the folders for all but the parts you actually want. Not sure if these are what you want, but here's a couple small engine mods: http://kerbalspaceprogram.com/some-medium-and-small-sized-engines/ http://kerbalspaceprogram.com/small-sized-engines-and-rcs-thrusters/
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[WIP] THSS - Tri-Hexagonal Structural Strut
Stone Blue replied to Semni's topic in KSP1 Mod Development
^^ Ihope not!!... I LOVE this pack, and use it on lots of stuff. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Just out of curiosity, did you delete the kspmodadmin.cfg (created by 1.3.7) in the KSP_win folder before running 1.3.8? maybe give that a try? Also, there were a bunch of Windows updates released this past Tuesday...several were for .NET...Maybe Check for Windows Updates, Benzschwagel, just to make sure thats not it? Although the versions of all those listed Assemblies are the same ones I have...Except I seem to be missing the last one, Microsoft.mshtml...??? I'm also running the 4.5 framework, though... ?? Strange... I hadnt tried 1.3.8 yet...just now downloaded it, deleted the kspmodadmin.cfg files from all three of my ksp install folders, then ran 1.3.8. It worked...on all three folders. It let me add all three, and switch between them...no issues at all...1.3.8 seems fixed for me, and I'm also on Win7 64bit. Although, yes, it DOES report that 1.3.8 is current version 1.3.7, and reports a newer version of 1.3.8 is available. Hey MacTee, I know your busy trying to track down this install issue, but on a possibly related note, and while your messing with the install part of KSPMA, anyway that when switching the install path in the Options, that it automatically forces a complete Rescan/Refresh of the Mods, Parts, Crafts, and Flags? -
[0.90] Stack Inline Lights 0.7 [update 07/04/2015]]
Stone Blue replied to alexustas's topic in KSP1 Mod Development
Excellent!....I DO have to say that I built a 250 or so piece ship, using 26 of these...And yeah, it DOES kinda lag worse than other, higher parts count ships I have built...SO Thanx for squeezing it down. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Oh, I also just deleted the KSPMA .cfgs again, and tried 1.3.7_PR, and it does the same thing. SO then I tried it with 1.3.6, and that version doesnt have this issue. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
A couple unrelated, small issues: The TreeLists seem to work fine for me, Windows 7. Although, you cant resize the 1st column to the left, to make it smaller. You have to make the furthest column on the right BIGGER, by dragging the right column border outside the KSPMA window. This seems to work in all the tabs with TreeList view. I assume its because KSPMA is set to have the COMPLETE view fit in the window, without having a scroll bar at the bottom. The only column it seems to become an issue is on the Crafts tab, if you have a craft with many mods, you cant see them all as they go out of the window. But like I said, there is the manual workaround, so no biggie. Also, the Drag & Drop option to place the KSP install folder does not work...Either in the initial window that opens with a fresh run of KSPMA, as well as in the Options tab of an already working install. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Well, i dont know if my two cents will help, but here goes: I ran and poked around 1.3.7 a little bit. It worked fine. HOWEVER, I have been using previous versions of KSPMA, so the install path was already set. Based on comments here, I went and deleted the KSPMA.cfgs from my three separate KSP folders, then reran KSPMA. It worked fine for the last install it previously worked with. But I got the exceptions for the other install folders. Then I tried to change the folders in the Options, and it refused to accept a new install folder, even though it was a legit folder. So then I renamed the last good install folder. Now I get the same as the other folders. Renamed the folder back to what shows in KSPMA, and it works again. So it looks like 1.3.7 works for anyone that has NOT changed the location of their KSP install folder, AND that have been using previous versions of KSPMA Here's a copy of the JIT text, and a copy of what KSPMA asks fo rme to copy and send to you, MacTee: drag & drop install See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at KSPMODAdmin.MainForm.SaveKSPConfig() at KSPMODAdmin.MainForm.SetKSPInstallPath(String kspPath) at KSPMODAdmin.MainForm.set_KSPPath(String value) at KSPMODAdmin.Views.ucWelcome.btn_OK_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18052 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- KSPMODAdmin Assembly Version: 1.3.7.0 Win32 Version: 1.3.7.0 CodeBase: file:///E:/Kerbal%20backup/Mods%20updated%209-2-13/Mod%20Managers/KSPModAdmin-v1.3.7/1.3.7/KSPModAdmin/KSPMODAdmin.exe ---------------------------------------- System.Windows.Forms Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18021 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18044 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Core Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Deployment Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.17929 built by: FX45RTMREL CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Deployment/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll ---------------------------------------- System.Xml Assembly Version: 4.0.0.0 Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. And the KSMPA thing: --------------------------- Error --------------------------- Unexpected error. If you want to help. Press ctrl & c to copy this text and send it to [email protected] Thank you! Message: Object reference not set to an instance of an object. Stacktrace: at KSPMODAdmin.MainForm.SaveKSPConfig() at KSPMODAdmin.MainForm.MainForm_FormClosing(Object sender, FormClosingEventArgs e) at System.Windows.Forms.Form.OnFormClosing(FormClosingEventArgs e) at System.Windows.Forms.Form.RaiseFormClosingOnAppExit() at System.Windows.Forms.Application.ExitInternal() at System.Windows.Forms.Application.ThreadContext.OnThreadException(Exception t) at System.Windows.Forms.Control.WndProcException(Exception e) at System.Windows.Forms.Control.ControlNativeWindow.OnThreadException(Exception e) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) at System.Windows.Forms.UnsafeNativeMethods.DispatchMessageW(MSG& msg) at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData) at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context) at System.Windows.Forms.Application.Run(Form mainForm) at KSPMODAdmin.Program.Main() --------------------------- OK --------------------------- -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Not quite sure what your doing, Cdr_Zeta, but I'm pretty sure once you "modify" a mod the way you want it, either by trimming out some unnecessary parts, or going in and modifying part .cfgs or files, you can just archive (.zip or .rar) the "new" folder and save it with a new name. Then, if you archived it with the correct folder structure, I'm pretty sure that KSPMA can handle the "new" archive just like any other mod....Saves you having to keep changing mods to your own needs each time you install/uninstall the mod, or do fresh KSP installs. I did this with the Squad folder per MacTees suggestion. I trimmed out all the stock parts I dont want, or that have an equivalent part in a mod I'm using, then saved the cut down folder to .zip under a different name...Now I can just delete the whole Squad folder on a fresh KSP install, then install/uninstall my "custom" Squad folder instead. Takes about 30 seconds, instead of having to spend hours going through and cutting down the stock folder again... -
Remotetech GPS satellite placement made easy
Stone Blue replied to John FX's topic in KSP1 Mods Discussions
I originally had a 4 comsat geosync constellation that worked well. I had added 2 in polar orbits, phased roughly 180°...Never really seemed to need those, though. But then my use was strictly below 1Mm...After playing a couple times, for some reason, the two sats in polar orbit just disappeared out of the game...lol Anyway...I have since started using Figaro with a fresh game install. I have 13 GPS-com sats in a semi-sync constellation...My question is, is a separate geosync comms constellation redundant if all my GPS-com sats have plenty of comms antennas? -
i havent tried it yet, but Logomatic. http://kerbalspaceprogram.com/logomatic/ also Graphotron 2000 http://kerbalspaceprogram.com/graphotron-2000/
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Hey all, I've done quite a bit of searching, and read thru a good half of this thread, and most of a couple other long threads, and I cant find ANYTHING like the problem I am having with Telemachus. With Telemachus installed, KSP never gets completely thru the load screen...it just hangs when it gets around 90-95% loaded. This is with a completely fresh, unadulterated install of KSP...No mods. Before installing Telemachus, the fresh install works perfect. I install MechJeb, and everything seems to work fine. I install Telemachus, it locks up....I remove Telemachus, it works fine again...?? Help! I'd really like to give this mod a try... EDIT: Nevermind...figured it out...it was my firewall. what threw me off was that earlier it was mentioned a firewall usually causes an issue AFTER ksp loads, and the fact that there were no errors related to telemachus at the end of the .log file. So i got it to work with the computer i'm running ksp on, but not my tablet. i'm thru messing with network crap, so i guess i'm done with this mod. i will say that it looks like it has a lot of functionality, potential, and usefulness. the interfaces/ui's are clean and well done.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Thanx MacTee. No rush to ADD anything I suggested...I was just wondering if it was PRESENTLY do-able, and what the limits/restrictions may be with what you have NOW. I know I joke about what I would like to see next, but I really do understand these things take time, and a developer already has ideas what they do/do not want to do, and what direction they want to go. I'll be happy with when ever and what ever you release to us. Anyway, hopefully by this weekend I can start trying the _PR out, and have some feedback for you. -
Nice tip. Thanx.
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
Hmm.. With the new user-editable "version" and "notes" fields, is there any chance those could all be filled automatically, by reading a .csv that I could feed it? Even if i could just do it behind the scenes somehow, without you having to code that in, to do it? That would fit in NICELY with the spreadsheet index of mods I already have going, and have been pushing on the masses; along with recommending use of KSPMA to people. lol One of the fields it has is mod current version number, and several others that would work in the Notes field. (As a matter of fact, any chance you could add 9 more user-editable data columns to the main mod tab page?...My list has 13 columns... j/k ... I know, I know!...I'm so bad and greedy, and a bugger for suggesting such things again, so soon after you just made a nice update again...LOL) Is the Notes field formatted to accept URLs, for links to the mod download?...And if so, would you be able to open the link in the built-in browser just by clicking it? I know while most of the Spaceport and direct download links for mods are usually pretty short, the forum links can be QUITE long... Are the fields able to take HTML, so long links could be tagged and displayed with the mod name, or something, so at least displaying a long link wouldnt clutter things up... ?? Also, how many characters can the "version" field hold? And is it limited, or can it take any alpha-numerical value? I think the longest version number I have seen is for MechJeb, but I have to double check it yet...Its: 2.0.13252.2353 ..14 characters .. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
Stone Blue replied to MacTee's topic in KSP1 Tools and Applications
EXCELLENT!! Just in time for me, yet AGAIN!!... YOU DA MAN, MACTEE!! I'm currently updating my spreadsheet index of mods, and updating and adding even more mods as I go. So far the list is over 160 mods!! So once I'm done, it will again be time to start a new KSP install from scratch and reinstall TONS of mods...Using KSPMA of course!! I hope you're ready, MacTee!! Like I said before, I guess I'm pretty good at breaking things!! LOL Now I just need that mod "auto-update" function for KSPMA... (hint hint) LOL