-
Posts
395 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Fizwalker
-
Nathan, I have a question for a future update... First a little background the. I served for 8 years in the U.S. Army in air/missile defense, I watched launches out of Kasputin Yar, Yasny an other sites, including Taepodong. So you can imagine how tickled I was to be able to launch out of Yasny and Kasputin Yar. Would it be possible to put the Taepodong, NK facility in a future update of this? Thank you for your hard work with this mod!
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Fizwalker replied to pingopete's topic in KSP1 Mod Development
Just an idle thought.... but with how the latest RVE is packaged, should we even install the BoulderCo folder from EVE? -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Fizwalker replied to pingopete's topic in KSP1 Mod Development
Wouldn`t this question be better asked in the RSS thread as that is the mod that resizes things...? -
I was curious because, while I have the mods you listed, I cannot load the komsat file. It dawns on me though that my copy of RLA seems to be missing an engine and thus might be the issue. Time to look into that! Edit: I`m stuck with winblows alas....
-
I have to ask Hattivat, do you use any of the tanks from those packs? (I have deleted them all to save memory... I wish I could run this in 64bit... >.<)
-
Thank you for the tips! Thank you for the ship Hattivat! I shall be reverse engineer... Um... Studying it closely and direct our engineers to use what they learn in our future projects! That said, I have successfully orbited my first satellite! It was ugly..... And I ended up using the engine on the satellite (which I didn't intend to do.... But, hey! Mission accomplished right?!) with the Pyron IB. (Pyron I had issues with control... IA um.... Well, we skipped IA and went to IB) I'm not going to mention the other rockets I tried.... I actually ended up using some structural fuselage parts for extra weight so I could bring things closer to where I thought I needed them to be. I think my next goal is to create some 'dummy' payloads to get more practice launching things and get a small stable of reliable launch systems. Thank you both again for you tips! P.S. Jeb's been resurrected as I was screwing around with RVE and ended up breaking something, thus having to reinstall everything again.
-
Yes indeedy, my precious IVA windows seem to be covered in white paint.... (Must be another of Jeb's pranks....) Seriously though, the windows in IVA are white. I've disabled the fallback shaders as per Claw's Known Issues and Self Help thread, with alas, no change. I am wondering if there is a work around for this issue or a fix for it. I didn't find another thread with this issue, outside of the Known thread, but Alas my poor computer with KSP cannot connect to the net for now, so I'll be updating this when I can. KSP v. .25 (will update more specifically) Machine Specs: CPU: AMD 9530 RAM: 16 GB Vid-Card: nVidia GTX 560 Ti HDD: 4x250GB OS: Win 7 64 Ultimate w/ Service Pack 1 Thank you all in advance for the help! Edit: Think I found the problem, but I need to know which files are used by the IVA Textures, which means, that the fault is in how the game is downloaded-- I used Steam.
-
I understand, and I'm not trying to keep you. Honestly, I can't speak to the play aspects of this because I haven't reached orbit of Earth, let alone left it! On the other hand in order to say one mod or another is to blame for a problem means that you have to isolate the mod in question and replicate the problem there. It's possible he's done that, but he hasn't indicated he's done that here. Thank you for your time!
-
I'm going to jump in here for a moment. The solution to determining whether or not the issue is with RSS or FAR is pretty simple because FAR is not a dependency of RSS. Get your lander/space plane/ship into orbit around Venus (represented by EVE), exit the game, remove FAR and then reload and descend into Venus's atmosphere. If it's an RSS problem, the ship will disassemble. If not, it will continue merrily on its way and RSS isn't at fault. While running with both mods, one cannot be sure of where the problem is. Only thing I'm going to ask etheoma, is of the numerous times you've attempted this, how many of them did you try without FAR installed? (I see the button for FAR in your screenie which is why I ask. ) On a different note, Nathan, Starwaster and crew. Thank you all very much for all of your hard work! I love the mod!
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Fizwalker replied to pingopete's topic in KSP1 Mod Development
I've figured out how to get it to work (mostly user error) but I do have one issue that remains. If I leave the code for the haze in the Atmosphere.cfg, it almost makes Earth/Kerbin look like snowball-Earth from the tracking center (it looks dark from the launchpad/KSC screen with a blue sky and the Sun in it). It seems the game is rendering these "layers" more opaquely than it should (the pictures in the OP are gorgeous). Does anyone have any suggestions on how to correct for this? (I've tried using the .dll's supplied with 2.2 but those have crashed the game so far... Which have been the last one's I've been able to get. I have one last idea and that has been to update my Video drivers--I've realized that I haven't checked them recently, (long story) and I'm going to see if that matters.) Thank you again for making this PingoPete and I apologize if I've caused any grief! And thank you for the help so far! -
I could use a few tips and pointers.... >.> And do what any great spy.... Um... Engineer does... Is there a .craft file for a first orbital booster I can... Um... Steal... Borrow? I'm having issues with a two stage satellite booster, that I am leaning towards a three stage craft. (So far, the end of my first stage, at a minimum, always has a TWR of over 9.) First option I tried was to throttle down.... Which ended disastrously each time, until I figured out the engines don't throttle down >.< Secondly, I tried SRBs, and this actually has potential to work.. (my poor controlling of said rocket... hmmm now that I think about it, the lack of control in the 2nd stage ended that flight and I don't know why I lost control-- Engine was still firing, but it seemed like it wasn't gimballing was at issue--Something to look into more closely!) But I wanted to learn how to build a craft that doesn't need that... Those attempts were all made with guidance from Ferram's guide. Next I remembered seeing a guide by Nathan and I tried to build a rocket from that. I'm guessing that my satellite was much lighter than what Nathan was using because using 3 of those RD-0146s had a base TWR of over 2 and over 5k m/s of dV. I haven't finished that design. Oh and I never found that KB KhIMMASH S5.92/98M engine in RLA.... >.> (I don't really care about the satellite, I just want to get it into orbit! lol) Oh and I tried building the Explorer rocket from the FASA pack.... I haven't been able to find the nose cone from it... and I know it was there, because I built it in my regular version of KSP. (So far, all of my rockets have ended horribly..... And Jeb died on reentry in the Mercury-Atlas due to the fact that he entered entirely too steeply... almost like he didn't complete the gravity turn.... Or something...... >.>) Anyway, I'm tired and rambling. Any guidance.... Further guidance would be much appreciated! Thank you all in advance!
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Fizwalker replied to Starwaster's topic in KSP1 Mod Releases
I think I've found an issue as well, but this could be operator error too. I'm starting to mess around with RSS/RO mods and I am attempting to launch my first rocket (Using FASA, Procedural Fairings, RT, RF, and stock parts) based loosely off of the Titan II (without the solid rockets) and after I reach an altitude of about 6.5km the rocket disassembles itself explosively. First time was without MJ installed and it occurred at about 150 m/s, and just after I pushed very slightly (~5 degrees) into the gravity turn. My second attempt used MJ to control the rocket and it was around the same altitude and I think the same speed. I had open the FAR panel so I could see if there were any warnings and either there wasn't any posted, or the problem occurred so quickly, that none were able to be displayed. After writing this, it occurs to me that I might have been approaching Mach 1 and the transition might have over stressed the ship. I would be interested in hearing your thoughts on the problem and maybe some pointers to get me looking in the right direction. Thank you for your help in advance!- 5,917 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Fizwalker replied to pingopete's topic in KSP1 Mod Development
Like I said earlier, I love what you're doing here... But... I have had no success in getting this to install properly. I have RSS 8.2.1, RO 7.0.2 and I picked up EVE 9-2. I've tried with a clean install to get this to work for the last 4 days now, and I haven't been able to get it to work. I've started off each time by installing RSS first. I have tried installing this mod on its own afterwards. I've tried installing EVE 9-2 and then this mod (Venus ends up having the purple clouds of Eve....) and then the other way around.... (same as before) I've tried installing EVE then RVE and deleting what remains (Removes all the clouds) I've scoured the first post and the download for instructions on installation, or a how-to guide... I'm almost certain I am doing something wrong, but I ask about the config to eliminate another variable. Bottom line is: I need help. What order do I need to be installing this mod in relation to the others of the RSS line up? (Incidentally, here is a link to EVE 9-2 dev thread--the one to GitHub is broken in the first post-- http://forum.kerbalspaceprogram.com/threads/100857-WIP-EVE-%28Environmental-Visual-Enhancements%29-Overhaul ) Again, love the work, and thank you for your help! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Fizwalker replied to pingopete's topic in KSP1 Mod Development
First off, all of this looks gorgeous... And I am really excited to play with it. That said, is there a config file that will make either 2.1 or 2.2 compatible with RSS 8.2.1? Thank you in advance! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Fizwalker replied to rbray89's topic in KSP1 Mod Releases
Thanks! Rbray posted a few links for me though (He ninja'd your response by a min or so! ) Thank you very much! My kerbal dreams are soooo much bigger now! -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Fizwalker replied to rbray89's topic in KSP1 Mod Releases
I would love to get my hands on the 9-2 Overhaul.... But the link is broken. (I am trying to get RVE to work, and that seems to be a requirement.... ) If getting 9-2 isn't possible, is there a config that will make RVE 2.1 compatible with 7-4? Thank you in advance! I love the mod.... I've been known to launch things just so I can gaze that the beauty of it! -
I'm having a similar issue, except that the lack of texture is only being applied to a few parts. Said parts are 3 of Squad's probe cores (Hexcan and both the1.25m ring and 2.5m ring) and two of the xenon tanks under the propulsion tab (radial and iirc the medium sized cylinder tanks). I am using the 7-4 (not the basic, which I think means I have the aggressive version) release, and there isn't an error log to document to go with this.... I first noticed this glitch while working on installing RSS/RSO but I have tried this on my regular .25 game install as well (with the same parts turning up without their textures). While I do have a slew of other mods, these parts were fine until after I installed ATM-- I've been using the 64bit version for my standard game and I haven't needed it until I tried firing up the 32bit side (part of my troubleshooting other issues with RSS/RO ). At any rate, I love the mod and I've considered it a must have until I started messing with the 64bit game. I'm not sure what else is relevant right now, but I'll answer any questions to help fix this.
-
One bug I've discovered so far, is that there is a 3x3 cross of surface "Tiles" floating over over the launch pad at the site in Israel (I forget the name off hand along with the site in China that I'm mentioning next) and there is a hole with the launch pad protruding over it at a site in China. I'll post screenies the next time I get a chance. I'll also visit the other sites and have a comprehensive list of ones with similiar issues, if any. Again, I love the mod!
-
I've been working on getting RSS/RO to work for the last 2 days or so with the 8k textures.... And have decided to try the 4k textures instead (probably pick up the 2k as a final solution lol). I'm running through some issues, and will post them once I can't think of anything else to try. I might copy an install at some point and use just this mod with the 8k textures, just to see what they're like in all their grandeur... (I might ask you how to turn off the safeties so I can run this in 64bit-lets-kill-my-computer mode... But that might be Cletus Kerbin--Jeb's less well known and very dead brother-- whispering in my ear! ) Anyway, this all looks gorgeous and I am bound and determined to get this working one way or another! Thank you for all your hard work and letting all of us partake in this work of art!
-
As others have asked, are you running Win 7 64 bit or Win 7 32bit? (You can find out by going to Control Panel and then System. In the center of that panel is a section labeled System, and it will say what it is next to System Type.) Since my desktop's power supply died, I've been running KSP .25 on a fresh install of Win 7 64 on an older laptop with integrated graphics and 4Gb (effectively 3Gb after the video card's usage...) of RAM with no issues. If you are using a 32bit system, then the suggestions posted earlier might help, as well as this http://forum.kerbalspaceprogram.com/threads/92228-Known-Issues-Self-Help FAQ might give you other options to try. Please keep in mind that this game is still in Alpha (by Squad's own admission it won't get to Beta until .90-- the next update) so fiddling with settings, and finding bugs and glitches are going to be part and parcel of playing this game. Keep trying things and while it might be frustrating as Hades, you'll eventually get it to work.
-
I've seen other threads concerning this issue, and I've read that if one can run the updater that comes with the game, you can eliminate the issue. However, I purchased KSP through Steam, and while the Squad's launcher is included, apparently the updater is not. (I've been looking in the root KSP directory for it, so maybe I just haven't found it, and the button in Squad's launcher is greyed out.) Is there a way to get Steam to update these files, or a location where I can get Squad's KSP update program? If there is a way, I would love to find a solution that doesn't involve downloading the game again.... If possible. Thank you all in advance!
-
Duplicate and greyed out parts
Fizwalker replied to Deseoso's topic in KSP1 Technical Support (PC, unmodded installs)
Is there a way for one to force an update through Steam without deleting the entire program? -
Naming scheme for your ships! (0.24 edition)
Fizwalker replied to mangekyou-sama's topic in KSP1 Discussion
I don't really have a naming convention per se....But I go with a name and then, while it is in development go with Mod [X] (where X is an integer) and once I approve it for service, I go with Mk I etc with numbers beyond one being either an improvement on the ship or a different version but based on the same hull. Mk I is the first feasible working design that meets all the original goals for the design (though not necessarily efficiently). That said, I do believe in the KISS and 'If It Isn't Broken, Don't Fix It' principles... So unless there is a goal/mission change, there aren't many Mk IIs or beyond in my inventory. Frankly, I suspect there will be more once I get the knack of building spaceplanes.... And I might revise that in future builds now that I have contracts to worry about.... Though given the lack of long term contracts (that I have seen so far at least), that might not happen even then. -
For the first time, I have built a workable spaceplane.... Though it's still a little hard to control. With some refinement, I figure I can make it more stable and a tool to learn more about these things.
-
I'm a big Flight-Sim fan so I'm used to pushing forward to pitch down and pulling back to pitch up. That said, I typically switch 'I' and 'K' for translation because that feels more intuitive to me.