Inchoately
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Everything posted by Inchoately
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FAR seems still a bit buggy, but unrelated to 64/32 bit (for me at least). I removed FAR after experiencing some weird behavior in flight (in 64 bit as well as in my parallel 32 bit install without AVP/KSPRC). I had random debris spawning every few seconds around my ship, and sometimes there was no drag while falling through the atmosphere, even with deployed parachutes. Deleting FAR solved this behavior, or maybe it's the chutes light plugin, idk. I don't have the time right now to reproduce it and write a bug report, I think I wait until the next FAR release before I install it again. It definitely was loaded properly, I needed roughly 800-1000 less deltaV to get in LKO.
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Maybe a slightly offtopic question. How do you guys verify if a mod is working/active/loaded properly (especially with x64)? Some of my used plugins don't have AVC built in, and I don't (wanna) use CKAN. Do you search the logfile for specific error messages or do you just "test" the specific function of a mod in a sandbox save?
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[0.25] Astronomer's Visual Pack - Interstellar V2
Inchoately replied to Astronomer's topic in KSP1 Mod Releases
ok thanks, will try. I wonder, what is sharedasset10.assets in the pack then for if not for the lens flare? I didn't notice any difference with it. //edit Nevermind, I figured it out (I guess). you need to extract the sun_flare.tex from sharedasset10.assets (the one included in the pack) and replace the original sun_flare in \KSP_Data\sharedasset9.assets. This is the current (1.0.2) asset file with the sun flare. -
[0.25] Astronomer's Visual Pack - Interstellar V2
Inchoately replied to Astronomer's topic in KSP1 Mod Releases
I compared both variations (with dds converted textures and without), but I didn't notice any benefit besides some memory saving, so just skip the conversion step with KSP x64. I guess you only need that if you don't use KSP x64 and therefore only have about 3.5gb memory. With all optional stuff included and 8K/max textures KSP allocates ~6gb after loading (no other mods included). Some important info (maybe) for people having problems: convert the 3 textures in BoulderCo/Clouds/Textures/particle after you've finished the AVP installation, because they get replaced install the mod DDSLoader if you don't have it already rename/backup your existing GameData folder and install AVP in a new GameData folder, including the 3 required mods (PlanetShine is optional). It's easier to solve any problems without other mods, and you can merge your GameData folder afterwards (careful with duplicated files from your backup folder) I also merged AVP with Proots KSPRC (TextureReplacer, DDSLoader, KittopiaSpace), so you have the best of both visual packs, and it works perfectly together. To replace the KSPRC skybox with the AVP one you need to delete the (KSPRC) GalaxyTex*.dds files from \TextureReplacer\Default. I removed the lightning effects, don't really like them. Everything works except the sun glare (not lens flare), it's just the default visual and not detailed like the screenshot from Astronomers Imgur album. Or is that some additional mod? -
[0.25] Astronomer's Visual Pack - Interstellar V2
Inchoately replied to Astronomer's topic in KSP1 Mod Releases
Gonna try this now (I am currently running KSPRC with x64) I've got 8 textures in BoulderCo/Clouds/Textures (fresh EVE 7.4 install) aside from the 3 textures under ./particle. Which ones are necessary to convert, all of them? detail1.png detaileve1.png duna1.png eve1.png jool1.png joolLayers1.png joolLayers2.png kerbin1.png Also I assume you keep the additional textures from the astronomers install as they are (.png), and only convert them if you need to reduce RAM allocation, right? I've got 32gb on this machine btw, so no need for RAM savings. -
Tried this x64 workaround today, runs pretty stable after a 5h long session (~7GB RAM at the end) All my installed mods seem to run fine, although I didn't try every single item. Only experienced the known bugs (right click, upgraded buildings), which is manageable. current mods for reference (only FAR missing): KSCPRC http://forum.kerbalspaceprogram.com/threads/76972-0-90-KSPRC-Renaissance-Compilation-artworks-remake-V-0-2-%2818-04-15%29 PlanetShine http://forum.kerbalspaceprogram.com/threads/96497-0-25-1-0-2-PlanetShine-v0-2-3-1 TextureReplacer http://forum.kerbalspaceprogram.com/threads/107471-0-90-TextureReplacer-2-1-2-new-thread-the-old-one-is-broken AVC http://forum.kerbalspaceprogram.com/threads/79745-1-0-2-KSP-AVC-Add-on-Version-Checker-Plugin-1-1-5-MiniAVC-KSP-AVC-Online Engine Lighting http://forum.kerbalspaceprogram.com/threads/121987-1-0-2-Engine-Lighting-%281-0%29 Collision FX http://forum.kerbalspaceprogram.com/threads/101496-1-0-x-Collision-FX-v3-2-%282015-05-14%29-Now-with-EVA-kerbal-sound-effects! Outer Planets http://forum.kerbalspaceprogram.com/threads/104280-1-0-2-Outer-Planets-Mod-%281-7-Beta-2%29-Wal-playable-atmospheres-balanced-and-much-more-17-May Distant Object Enhancement http://forum.kerbalspaceprogram.com/threads/98943-1-0-2-Distant-Object-Enhancement-bis-v1-5-5-%282-May-2015%29 Heat Control http://forum.kerbalspaceprogram.com/threads/124391-1-02-Heat-Control-Manage-your-ship-s-heat! Temperature Gauge Killer http://forum.kerbalspaceprogram.com/threads/120731-1-0-2-Temperature-Gauge-Killer Interstellar Fuel Switch http://forum.kerbalspaceprogram.com/threads/117932-1-0-Interstellar-Fuel-Switch-0-2 Blizzy's Toolbar http://forum.kerbalspaceprogram.com/threads/60863-1-0-2-Toolbar-1-7-9-Common-API-for-draggable-resizable-buttons-toolbar KER http://forum.kerbalspaceprogram.com/threads/18230 KIS http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-0 KAS http://forum.kerbalspaceprogram.com/threads/92514-1-0-2-Kerbal-Attachment-System-%28KAS%29-0-5-0 SCANsat http://forum.kerbalspaceprogram.com/threads/80369-1-0-2-SCANsat-v12-1-Real-Scanning-Real-Science-at-Warp-Speed!-May-30 Contracts Window + http://forum.kerbalspaceprogram.com/threads/91034-1-0-2-Contracts-Window-v5-1-5-1-2015 Community Tech Tree http://forum.kerbalspaceprogram.com/threads/100385-1-02-Community-Tech-Tree-2-1-last-updated-06-05-15 Trajectories http://forum.kerbalspaceprogram.com/threads/104694 Science Alert http://forum.kerbalspaceprogram.com/threads/76793-1-0-2-ScienceAlert-1-8-7-Experiment-availability-feedback-%28May-4%29 TAC LS http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr TAC Fuel Balancer http://forum.kerbalspaceprogram.com/threads/25823-1-0-2-TAC-Fuel-Balancer-v2-5-1-2May Alternate Resource Monitor http://forum.kerbalspaceprogram.com/threads/60227-1-0-x-KSP-Alternate-Resource-Panel-v2-7-1-0-%28May-4%29 FAR (need to recompile) http://forum.kerbalspaceprogram.com/threads/20451-1-0-2-Ferram-Aerospace-Research-v0-15-2-Ferri-5-20-15 SelectRoot http://forum.kerbalspaceprogram.com/threads/43208-1-0-2-May17-SelectRoot2-Fixing-stock-awkwardness Module Manager http://forum.kerbalspaceprogram.com/threads/55219-1-0-x-Module-Manager-2-6-5-%28May-24%29-With-more-nyan Kerbal Joint Reinforcement http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15 Infernal Robotics http://forum.kerbalspaceprogram.com/threads/116064-0-90-Magic-Smoke-Industries-Infernal-Robotics-0-20-0 Docking Port Alignment Indicator http://forum.kerbalspaceprogram.com/threads/43901-0-90-Docking-Port-Alignment-Indicator-%28Version-5-0-Updated-01-09-2015%29 Kerbal Alarm Clock http://forum.kerbalspaceprogram.com/threads/24786-1-0-x-Kerbal-Alarm-Clock-v3-3-2-1-%28May-21%29 Procedural Parts http://forum.kerbalspaceprogram.com/threads/106975-0-90-Procedural-Parts-Parts-the-way-you-want-em-v1-0-Jan-11 RemoteTech http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-5-2015-05-18 RCS Build Aid http://forum.kerbalspaceprogram.com/threads/35996-1-0-2-RCS-Build-Aid-v0-7 KW Rocketry http://forum.kerbalspaceprogram.com/threads/51037-0-22-KW-Rocketry-v2-5-5-Avaliable-New-Sounds-New-Parts-11-11-2013 Stage Recovery http://forum.kerbalspaceprogram.com/threads/86677-1-0-2-StageRecovery-Recover-Funds-from-Dropped-Stages-v1-5-6-%285-15-15%29mail CrossFeedEnabler http://forum.kerbalspaceprogram.com/threads/76499-1-0-CrossFeedEnabler-v3-3-May-11 TweakScale http://forum.kerbalspaceprogram.com/threads/112693 Near Future Technologies http://forum.kerbalspaceprogram.com/threads/52042 USI MKS/OKS/Karbonite http://bobpalmer.github.io/UmbraSpaceIndustries/ USI LS http://forum.kerbalspaceprogram.com/threads/116790-1-0-USI-Life-Support-ALPHA-0-1-0-2015-04-27 Transfer Window Planner http://forum.kerbalspaceprogram.com/threads/93115-1-0-x-Transfer-Window-Planner-v1-3-0-1-%28May-5%29 Universal Storage http://forum.kerbalspaceprogram.com/threads/75129-Universal-Storage-1-1-0-2-%28For-KSP-1-0%29-1st-May-2015?highlight=kis Ship Manifest http://forum.kerbalspaceprogram.com/threads/62270-1-0-2-Ship-Manifest-%28Crew-Science-Resources%29-v-4-2-1-1-14-May-15
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[WIP] Nert's Dev Thread - Current: various updates
Inchoately replied to Nertea's topic in KSP1 Mod Development
I can feel your pain. I love designing orbital stations, but I always need to make a compromise between structural integrity to make it "less-wobbly" and realisticly sized payloads to carry it to orbit. Just magically "welding" them in space (like in the VAB) would feel like a cheat roleplay-wise. I would be happy with just stronger docking ports, and as a nice bonus, merging the ports (in VAB) with its root part to reduce part count. The part count is also a big problem regarding docking ports. Took me 16 trips to fully build my MKS space station, so there are at least 32 wobbly docking ports for the main station build process alone... This is true for the most part, but not the case with the round batteries, for example. If feel like they are even worse stability-wise then the docking ports, especially if more mass is involved. Then the connection between parts feels more like rubber than wielded parts. Does anyone know why thats the case (or how I can fix it) BTT: love the new pods, started right away with a new big mother ship, using the 3.75 pods as a "sandwich" (with a MKS inflatable habitat ring in the middle). Cannot wait for new station parts -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Inchoately replied to TaranisElsu's topic in KSP1 Mod Releases
Hi there, I'm using TACLS for a few weeks, but only on short trips. Eyeballing the needed LS amounts worked so far. Planning a longer trip now (~2yrs), so I tested a litte bit more than usual. Is there a guideline for the consumption/conversion/waste production rates? After reading a few pages the converters seem to have 90% efficiency, so I guess an oxygen amount for 1000 days would actually be enough for 1900 days (edit: don't know the co2 ratio so not really 1900 ), but for how many kerbals? The wiki/tutorial on github isn't finished yet, but it would be nice to give at least some tips about the converter per kerbal ratio, so there isn't a question about this (probably every week) from newbies like me It would be very nice if the LS overview would take active converters into account and increase the values accordingly, but I'm not a coder and don't know how complicated such an implementation would be. Another question. Is it just me or does the (especially the large) oxygen container hold an unrealistic amount/mass for its size? The large food/water container weighs only a few t, whereas the normal oxygen one weighs about 26t. I only realised this after putting the large oxygen container on my ship, wondering why the TWR of my initial 200t craft dropped so drastically, realising I doubled my mass... Also, what are you guys doing with the excess amount of waste? Since there is no conversion/recycling process for it you basically need the LS waste container only for the waste biproduct (if you convert the other products), so you theoretically would need multiple LS waste container only for one of the three biproducts (on long interplanetary missions). The kerbals seem to have no problem if the waste container is full, but thats to unrealistic (same with just dropping it via fuel balancer). How are you guys handling this? -
How to make 3.75 fairings?
Inchoately replied to Hydrazine_Soup's topic in KSP1 Gameplay Questions and Tutorials
what do you mean with "make"? You mean with stock items? Anyway, I would recommend to usw KW Rocketry, they look nice and clean, with fairings from 1.25m to 5m. If you don't like/need the other parts you can delete them in gamedata. -
Today I finished my new KSS One. Took me 17 flights because I split the station in reasonable payloads with fairings, to keep it more or less realistic (unlike my last station). I also stopped using quickload (unless something bugs out), which can be really time consuming if you want to perfectly align all your modules and satisfy your OCD, but it's way more fun nontheless. It's mainly made of OKS modules because I'm not so creative as I thought... <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/fREol/embed"></iframe>
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you can easily learn manual rendezvous/docking/hovering/landing by YT-tutorials and/or with trial and error. If you wanna use an autopilot for such maneuvers, use MechJeb which additionally provides your requested information. If you just want to see simplistic information like TWR per stage and relative to the target celestial body I fully recommend Kerbal Engineer Redux
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Totally love your work sumghai! All those little details, the dynamic docking modules, the whole aesthetic/design, beautiful After I discovered your mod yesterday I spent 4 hours in the SPH (because the VAB is to small for my designs) to build my Mun base, and I'm still not finished. There are just too many possibilities with your modules...cannot...handle...the...epicness... However, I have a few questions. There was a noticeable performance/frame loss during some functional tests on the runway. The part count is <200 (yet) but my system normally can handle crafts with ~600 parts quite well. Would it help to remove the integrated modules (don't really need RCS/MechJeb/SAS) to reduce the complexity of the Karmony modules (cannot test for myself right now because I'm at work), or would this be pointless? Also, it seems that every light at the ports (or EVA hatches) stays active even though they are connected to other modules directly/with docking ports. It's not that tragic that they "glow" through the connections/hull, but could the amount of illumination cause the performance decrease? IIRC they are manually removable from the "light"-action group, but I don't know if it would help. Anyway, need to finish the design today and start to build a rover crane to assemble the base at the mun. Hopefully I don't need to change my design for performance reasons... Thanks again for this gorgeous mod
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I asked because it was not obvious (for me) if your solution also provided automatic fuel transfer or not. For me, there would be only two reasons for a Kerbal-less solution: Fully automated processes or life support, now I know your reason was the latter I already tested TAC fuel balancer. It works great while you focus your particular craft. The problem is, that the mod doesn't save the transfer settings when you switch to an other vessel.
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first of all, thanks for that great mod! My question: Is there a way to keep the balancing active after you change to another (nearby) craft? I'm affraid there is none, but I try it anyway I want to build a kethane miner/converter with several KAS connector ports/winches to connect and disconnect "x" amount of fuel tanks. Sadly, the kethane converter doesn't recognize docked fuel tanks (via KAS) as directly attached fuel tanks, ergo no automatic fuel transfer to these tanks while converting. My idea was to attach a small tank to the converter and use this mod to automatically transfer all incoming fuel from this tank to all my large fuel tanks, which is by the way working perfectly. The only problem is that TAC fuel Balancer lose its settings after switching to/from another vessel.
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Hack Gravity Selectable Value
Inchoately replied to Apollo13's topic in KSP1 Suggestions & Development Discussion
besides the test-part you can use informational mods like Kerbal Engineer Redux. With it you can see the TWR (thrust-to-weight-ratio) of your spacecraft, for every planet/moon in game. As long as the TWR is above 1.0 at your selected planet you will be able to lift off from it. This mod just saves you time looking for the gravitational specs of the planet and calculating the TWR for yourself. If you just can test if your spacecraft will perfectly fly at a specific environment, where is the fun without discovering the new place? I personally wouldn't bother flying to a new planet already knowing my lander will be perfect for it. You could send out a probe to analyse the environment beforehand, or plan a rescue mission if your kerbals cannot travel back on their own, but thats just my imagination/opinion -
cons: biggest one: single core physics performance Although I know how hard implementing real multithreading can be, the performance is really frustrating even with 4Ghz/Core. It limits so much of my imagination :-/ undocking bug I know, alpha, but it destroyed my enjoyment of my first successfull docking in orbit after investing literally hours for it the importance of backup savefiles ONE bug or incompatible mod and the work of hundreds if not thousands of hours is gone. -> Daily savefile backup for me. Loving every other bit of KSP. Also I probably never saight this to a virtual object, but these kerbals are so frikkin' cute, the smiles, the derpy look...The creator of these green things needs an award. Now.
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All this. I'm only ~70 hours into this game (in two weeks, oh my...), but I already love every aspect of this alpha. I cannot Image how much better the final game will be... I'm a bit of "hardcore" in terms of challenging games, so KSP with its nearly vertical learning curve is the perfect game for me. Just yesterday i sat about 4 hours in the VAB to build various modules and space tugs for my munar space station, and the procedure is always the same. Build a module, run a quick test at the launch site, change some parts, test, change, test, change, test, (and so on, many hours later), till I end up with a spacecraft/module with 5% of its original design/functions. Also the whole process of launching a huge object into space, put it into orbit, rendezvous with your space station and dock it successfully without a single quickload is so damn rewarding... it's massive. The last game that soaked me into on this scale was the World of Warcraft beta back in 2005, no other game managed that until I discovered KSP two weeks ago. Besides the non-existent free time and my sleep deficit, I cannot stop watching Scott Manley's YT-videos. Every.Single.One. He is one of the reasons why I cannot stop playing this game, because you can see the possibillities while you realise how much you need to learn to be as half as good as he is. Side-effect: You actually learn on-the-fly how basic orbital mechanics and physics work in general. If this were part of my physics class back in my school-days I probably wouldn't had take chemistry instead... That said, I see limitless potential using KSP for educational purposes (combined with YT-tutorials, kids love YT )
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I only considered/done it after discovering the various docking bugs (cannot undock after docking to "debris" with no probe/pod attached and then docking it to my space station, or no magnetism of the docking ports at the first docking). Then I learned how to prevent these bugs (magnetism bug -> no quicksave/quickload right before docking; undocking bug -> decoupling my spacecraft 1 second before docking the module to the other part). My habit right now is to quicksave every few minutes before docking, but after some practice with manual docking by "eye-balling" (not setting the target at the docking port and not using the navball) I start to consider it also as cheating for myself...the reward of docking a perfectly aligned module to my space station (every module exactly 90 degrees to the core and so on) is just too big I guess.