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Everything posted by Stone Blue
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So its looking for "character" garbage, and is reporting there is none... and *not* reporting that there *is* "no-character" garbage, then... Ok I for one, would prefer the option... When adding/switching mods (which I do a lot of) in my dev installs, I scan thru the KSP.log quite often to spot things I can then fix...So having cleaner logs helps me a lot by having much less to sort thru. Either way, THANX
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@Fengist So, I just installed these in KSP 1.6.1... I'm getting this in the KSP.log for the Stirling Engine. [LOG 17:01:36.339] PartLoader: Compiling Part 'Kerbal Electric/StirlingSurface/part/KE_StirlingEngine' [ERR 17:01:36.347] Cannot find a PartModule of typename 'FAnimEngine' I didnt see it mentioned in the OP that KE needs your Fengist's Animator plugin as a dependency
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@4x4cheesecake @linuxgurugamer just wondering if there is any chance to have the log entries for KSP-AVC *not* added into the KSP.log, since the mod creates its own log in the mod folder? Also wondering if this is normal for the GUI to do, when, I'm guessing, there is nothing "bad" to report during the check/loading... vOv
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@fsbd190504 , @Tybot ... OK, so you guys are vindicated... I was partially wrong...you are both correct. What triggers the bug seems to be when there is a line relating to the bulkhead profile of a part missing from its config file. I got to thinking moar on how it could be RPM doing it, when it doesnt even have any parts... Then I realised... WAIT... it has *ONE*: the External Camera So I started a stock install... no problem... installed ModuleManager.. no problem... Installed JSI (RPM)... problem! Also tagging you for this easy fix @MOARdV (I'll open an issue on the repo as a reminder, too)... All that needs to be done is this line (w/o quotes) needs to be added to the external-camera.cfg file in the JSI\RasterPropMonitor\Library\Parts\ExternalCameraPart folder: " bulkheadProfiles = srf" I'm sure there are *TONS* of other mods out there that also trigger this, since, IIRC, this cfg key is relatively new (since KSP 1.4.0 or newer...vOv ) So if it happens with other mods you come across, just add that line to any parts cfg that is missing it. the sizes are srf for surface attachment, size0, size1, size2, etc... You can easily reference stock part cfgs for examples
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I also confirm this behaviour. However, I poo-poo the idea that RPM is responsible. I have had this happening both with and without RPM installed. Not only that, but I dont really understand how RPM could mess with bulkhead profiles and part filtering in the editor... I could be wrong, but it seems like that has nothing to do with what RPM does.
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Here's a good one:
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[1.4.4] - [1.6.1] Mono Map (map audio equalizer)
Stone Blue replied to TheUltimateKerbonaut's topic in KSP1 Mod Releases
That should be good enuff... Capitalize the "MAP"? at least maybe in the thread title? vOv Ahh... Ok (on how the mod works...) ... yeah, i wouldnt think theres any need to change it... if a little lower volume thru each speaker is nothing but a side-effect, it seems effective enuff... -
@JacobJHC Very nice mod Quick question tho... I'm far from being a licensing expert, even tho I stayed at a Holiday Inn last nite ... But arent an ARR license (listed in the OP), and an MIT license (listed on the SpaceDock page), two completely opposite, incompatable licenses? vOv
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Wot???...Where???
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[1.4.4] - [1.6.1] Mono Map (map audio equalizer)
Stone Blue replied to TheUltimateKerbonaut's topic in KSP1 Mod Releases
@TheUltimateKerbonaut wait... what does this mod do, actually? ... description in OP is a little vague. I just tried it, and it seems to take the stock mono audio, and split it to *both* speakers (tho not true "stereo", which is fine)... it also seems to decrease the volume, "normalizing" the volume between speakers (to a moar acceptable level ) vOv If *that* is what this mod does, then, yes, it is working in 1.6.1 Also, if that *is* what this mod does, may I suggest a name change? something like "MapView Audio Equalizer", or "MapView Audio Leveler", "MapView Mono Fixer" or somthing? MonoMap can be easily confused with the other similarly named mod which i mentioned in eartlier post. Also "MonoMap" doesnt really clue people in that its for the audio... vOv Just my humble two-cents worth Thanx for providing this mod, tho... now that I (think) I know what it does, it will be on my top "Must Have, Quality of Life" mods in all of my installs -
While setup for remotetech, this also works for stock... and for moar than just comm sats... basically anything you want in a constellation https://ryohpops.github.io/kspRemoteTechPlanner/ Basically, with multple sats on one launch, you need to setup a resonant orbit for the delivery vehicle. That site displays exact parameters for for both Single & Multiple Launch missions. (kind of a misnomer, as Single/Multiple means for the payload vehicle...*not* for the sats/payloads themselves)
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Hmmm.. I wonder if this would help? I heard the "algae" tastes like green Jello... I also heard rumor that Kerbals *smell* like green Jello... Heck of a coinky-dink... I wonder how long a single Kerbal's mass worth of soylent would feed a single Kerbal for? .... Hmmmmm.... 100 kerbals leave Kerbin.... 50 kerbals make it to the destination... LOL
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Yes... I took the ASET Dock-O-Matic Bright Docking ports (which have used this method *forever*), and combined them with the Multiport mod, to make multiple sized ports in one... I want to try it with PicoPorts next PART { name = dockBRIGHT-A module = Part author = Squad,Alex,XanderTek MODEL { model = Squad/Parts/Utility/dockingPortSr/model position = 0,-0.01095,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/dockingPort/model position = 0,-0.01095,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/dockingPortJr/model position = 0,0.13683,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model=ASET/StackInlineLightsRGB/SIL0225 position = 0.0, 0.23, 0.0 scale = 1.015, 0.50, 1.015 rotation = 0, 15, 0 } I'm also experimenting with a similar method for modifying stock IVAs
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@Dan2298 Well, idk... I assume you didnt change any of the settings under number 3, for KSP, in the Nvidia settings window I showed. I forgot to mention for you to also make sure that on the "Global Settings" tab, you want "Auto Select" in the first drop down. Beyond that, I dont have much, since you are running a vanilla install, that eliminates a mod problem I'm also assuming you are not trying to force DirectX11, or OpenGL... ??? Two other things to consider, as CurveballAnders mentioned, recheck that you have an updated Nvidia driver. I just looked at one of my logs, and I am showing a much newer driver than is shown in your log. I have a 630M, tho. I am on Win8.1, with Nvidia driver v391.35 (In case you dont know, quick way to check version #, is in the Nvidia control panel, very bottom left is a "System Information" link... clicking that will open a popup with driver version included) Heres the version my log shows, which matches properly: 23.21.13.9135 ... yours is showing: [nvldumdx.dll 23.21.13.8927] which I assume is v389.27... an older driver The other thing, mebbe, as a stretch, is that since you say you have a pretty new Windows install, mebbe domething is up with the DirectX drivers. I'm heavily leaning toward outdated Nvidia driver tho. I'm on a 7yr old laptop, and the OEM Nvidia driver is waaayyyy out of date, but 90% of the time, when grabbing the current 630M driver straight from the Nvidia site, their drivers work for me... Heres Nvidias driver download site: https://www.nvidia.com/Download/index.aspx?lang=en-us Other than all that... idk... vOv EDIT: yeah.. i just checked, and it looks like the current driver for a 940M is v419.17 ... from just a few days ago vOv
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No problem. Ah... that explains a lot. When downloading mods from Github, its always best to go to the releases page, rather than download from the green button on the main page for the repo. (that is for downloading the raw master) The main page (and the package created from clicking that green button) usually only has the raw source files, and usually does not contain the compiled plugins. On the main page, click the "Releases" link near the top... usually the newest version will be listed at the top of the page that opens... Make sure to click and download the first linked file for each specific version. They are usually called by the name of the mod or github repo, and usually include the mod version number in the filename. Do *NOT* download the ones called "source". Once you have the proper file downloaded, unzip/extract it, and then install the contents to your Gamedata. Standard convention is to have a GameData folder *in* the package. Just merge that with your KSP GameData, *or* open the GameData folder *in the extracted folder*, and copy everything listed in their and move it inside your KSP GameData folder.
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It sounds like you may have one of the slew of "mechjeb for all" module manager patches that have been released at various times, by various peopples. Heres a recent version. I would look at the contents of the .cfg files in that, and then poke around the .cfgs in your GameData, specifically the /Mechjeb folder, for one that has the same or similar contents. Once you find it, move it out of the main KSP folder, and if that fixes your problem, you are good to go... if not, I guess put the file back and keep looking. vOv
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First off, I wouldnt be deleteing *ANY* KSP files. There is an option somewhere to "verify" your Steam install, which will replace any missing KSP files. I dont use Steam, so i dont know the specifics. After you re-verify your install, do the following: (I assume you are running a Windows OS.) Try opening the Nvidia Settings (should have a little green Nvidia icon in your system tray). When it opens in a new window, you should see this, after clicking "Manage 3D settings" in the left pane. Click the "Program Settings" tab. Then, under the dropdown menu next to number 1, you should see what i have above, the KSP icon and executable. If not, click the "Add" button, and brose to your KSP install folder, and select the KSP.exe. It should now be added to the list. Then in the dropdown under number 2, select your Nvidia processor. Click "Apply", then restart KSP... it should now be using your Nvidia GPU, and *not* the integrated Graphics. After starting KSP, you can verify the GPU switch, by opening the KSP.log in a text editor (file is located in the main KSP folder, same place as KSP_64.exe (or KSP_32.exe)). At the very top of the log, it will list which GPU KSP is using.
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@FoxFishKilo from what I can tell from your second log, it looks like your MAS installation may still not be correct.. You seem to maybe be missing at least one key MAS plugin: GameData\MOARdV\AvionicsSystems\AvionicsSystems.dll Also, it looks like you are using a pretty old version of Module Manager... looks like you have v3.0.6 .. MM is currently up to v4.0.2, and there were many significan changes/fixes since 3.0.6
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@sollarflare The downloaad package (.zip) is a compressed archive. It needs to be extracted (unzipped). If your OS does not natively extract .zip files, you need a program like 7z, WinZip, or WinRAR to open ("extract") .zip files. Once you extract the package, there will be a folder inside named GameData... inside *that* will be a folder called Telemachus. That folder named Telemachus has to placed *inside* the Gamedata folder... basically inplace of the folder/file you have now, next to the Squad folder in your first pic.
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If that first pic is your GameData folder, either you didnt extract the Telemachus package, or its named incorrectly. The reason the two original parts are showing is because they use the "old" method of defining the models for the parts. The Teleblade is using the "new" method, which requires correct folder path. The plugin dll also needs proper folder paths... thats why some of the buttons are missing in the right-click menu, and nothing works. You need to have the folder named and located in /GameData/Telemachus
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A thing to consider in this case is rate of fuel consumption/economy. Which means you may be able to save on tank &/or resource mass.
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I also use them on my comm sats. I was noticing that when I inserted comsats into final orbit, spending lots of time thrusting back and forth prograde/retrograde with RCS thrusters to get really accurate orbits, which is a PIA... after getting a "perfect" orbit, using just RWs to reorient radial from prograde, the orbits would change. Finally, instead of two or three RCS thrusters oriented along prograde/retrograde on the sat, I just started placing one Ant radially, placed so while thrusting, the sat would be oriented radial/anti-radial. so I could adjust final orbit with the sat already oriented properly. Adjusting the thrust down to ~5%-10%, is less thrust than what I was doing with RCS, and allowed for much finer orbit adjustments, with out all the hassle.