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requimrar

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Everything posted by requimrar

  1. Well it's been a year, and it doesn't look like anybody replied to this guy. I'm having the same problem -- my chutes always cut at around 30m, regardless of speed. I set them to arm, they deploy just fine, and I'm floating down at anywhere from 3 to 6 m/s. Then, at 30m, like clockwork every time, the chutes cut, and everybody dies. I've tried tweaking the settings on the chutes, but to no avail. I'm on 1.3.1, using RealChute 1.4.5.
  2. Having reinstalled RealPlume + RealFuels + these configs using CKAN, the phantom engine plumes have been eliminated. Not sure if the order mattered? However, thing is, stock RCS thrusters still have this phantom effect problem. Non-squad ones have no such issue...
  3. There's a couple of problems with this on 0.90, contrary to the title. I copied the VenStockRevamp (or something) folder to KSP/GameData/, no overwriting required, right? Then there's the 'VSR_prune.sh' script. Apparently little to no testing was done, because... 1. Some of the target files don't even exist; to name a few, GameData/Squad/Parts/Electrical/gigantorXlSolarArray/model001.mbm GameData/Squad/Parts/Electrical/z-200Battery/model000.mbm GameData/Squad/Parts/Engine/liquidEngineAerospike/model003.mbm 2. You can't even run the damned script on any Unix -- windows line endings are everywhere in the file, resulting in stray '\r' characters that confuse the shell.
  4. Ah, your post made me investigate further -- although I did indeed 'merge' the folders, it turns out that OS X only replaces older files with newer files. Supposedly then the Revamp files had an earlier modification date than the Squad files, so I didn't merge it. Used `ditto` on the command line, merged indeed. Unfortunately... I've now run into a problem -- I can't load the damned game. I guess you can't have pretty models and textures without large costs. Pretty pissed right now. PS: Why is it so hard to have a 64-bit Mac version? Unix is Unix, and if the conjectures about Win64's instability (pointer truncation somewhere inside Unity or an external library) are to be believed, then the OS X version should be as stable as the Linux 64-bit version. Here's hoping to 0.90?
  5. Ah, the screwy-ness was probably due to me manually (destructively) converting all textures to DDS format (for DDS Loader) before ActiveTextureManagement came out with a non-destructive version of that feature... Anyway: Now the textures are fine... except they're stock. I've copied over the Revamp folder countless times, deleted the ATM cache and MM cache for the Squad folder... no dice. I can't try without ATM because KSP dies within the first few minutes of loading -- more testing. EDIT: After removing ATM and its configs, as well as a couple of the heavier mods to get past the loading screen... No dice. The parts are still as stock as bland chicken soup.
  6. God damn, I hardly ever remember to browse the WIP Addons subforum, but am I glad I did! The engines especially look effing-fantastic. Issues though: All my fuel tanks, structural parts and command pods are screwed up... I don't have the KSP Renaissance Pack, so that's not it; here's a quick ls of my GameData folder: http://i.imgur.com/7vcouYc.png The only thing inside TextureReplacer is CRP_ORS.cfg... It would be really appreciated if someone could tell me what to do, this addon is too good to give up. Could it be ATM/DDSLoader? Doubtful but...
  7. No idea man... I think 'dyld' or whatever dynamic library loader somehow has a hardcoded path. Maybe it's a OS X or Mach-O thing, but you're not supposed to move shared libraries after you link a program using them. Also I'm not entirely sure if this is needed anymore (haha) since ATM seems to convert and cache every image file into DDSLoader-compatible formats? Not entirely sure.
  8. @Robotengineer: Just wait, the progress bar is still moving. Unless you have a ridiculously powerful computer, it will take upwards of a few seconds to convert each texture, especially higher resolution ones.
  9. @shaw: Thanks for your efforts! Unfortunately sys.platform on OS X (I just tried with python's REPL) is not 'OSX', but 'darwin'. So just replace that part appropriately (I don't see a need to pull request this right)? Also: squish compiles to libsquish.so.0.0 by default instead of libsquish.dylib, no idea why -- had to rename mine to work. Anyway, here's the osx64 folder to include in your releases: https://dl.dropboxusercontent.com/u/20627716/osx64.zip EDIT: That won't work: I forgot to uninstall FreeImage from /usr/local/lib before trying, turns out it still expects the dylib there, instead of in the osx64/ folder... not sure what you can do about this. Turns out the makefile complains "No rule to make target `/usr/local/lib/libfreeimage.dylib', needed by `img2dds'" as it appears to put a hard dependency on that. Same for lib squish, it expects it in /usr/local/lib as well. As an aside, it is literally impossible to Control-C your script....
  10. So I've woken up from my deep slumber. After trying weird things like Wine and stuff to try and load lilleman's converter (on OS X), I have failed. I then tried using https://github.com/ducakar/img2dds... Which seems to work, but not without some effort on the end user's part: Steps for OS X (since windows and linux binaries are provided): 1. Ensure you have both cmake and make available. I recommend using 'homebrew' (http://brew.sh) to install both. 2. You will also need FreeImage -- "brew install FreeImage" will work. 3. You will need libsquish. Checkout the svn tree from https://code.google.com/p/libsquish/source/checkout. 3a. Installing libsquish: LD on OS X does not recognise the -soname flag. Delete this portion from 'Makefile': "-Wl,-soname ..." till the next space. 3b. make && make install 3c. Ensure that you have squish.h under /usr/local/include (by default) and libsquish.so.0.0 in /usr/local/lib (again by default) 4. Compiling img2dds 4a. Clone or download the repo somewhere (github link above) 4b. Run "cmake ." (the period is important) 4c. You cannot compile yet. Open ImageBuilder.cc. 4c (i). Near the top, write "#include <vector>" somewhere with the other #includes. 4c (ii). Do a search for "vector<char> buffer". Replace this with "std::vector<char> buffer" 5. Run "make" 6. You should have an 'img2dds' binary file in the folder 7. Setting up the tree 7a. You need to create a temporary folder somewhere, I used my Desktop. 7b. Inside this temporary folder, copy the 'dds.py' file. 7c. Also inside this temp folder, create a folder named 'img2dds', and inside that create a folder named 'linux64' 7c (aside). For some reason linux64 is the default SYSTEM as found by the python script on OS X. 7d. Run dds.py and point it to your GameData folder. I cannot tell you what the end result is, because it is still converting my GameData folder as I write this post. But since it got to that point (and at least ran), I'm hoping for good things. Also to the creator of this tool: Thank you for your work. You might want to put clearer instructions in your README. 1. "using namespace std" isn't a good idea. 2. You use std::vector but never #include <vector>. I don't know what compiler you're using but this is an error. 3. Your indentation is atrocious with a capital A, which makes it Atrocious. To sarbian: Thank you for your work on this! Hopefully it will be another revolutionary mainstay mod like ModuleManager and will convince all mod developers to switch to DDS instead.
  11. Hello! Great mod, everything looks so pretty. Especially the AES! I've built quite a number of things with this part pack and I have to say it's outstanding work. There is an issue however; The electric ducted fan is... annoying to use. Not the power draw, but rather in construction. It's not possible to attach it properly in the SPH bilateral symmetry mode, because one side faces up and the other faces down, causing the craft to spin. The only way they face the same direction is if I attach them facing forwards/backwards, but that's not really useful. Other than that, good work!
  12. Hello. I just downloaded 0.58b, accepted two contracts to deploy satellites... neither are working. One of them is a simple 'Specific Orbit' satellite deployment mission, with Ap and Pe at 400 000m, while the other is a contract to deliver a satellite to "Keostationary orbit". Curiously, the latter's "notes" and description indicate an Ap and Pe of 400 000m as well. Neither are completing. What's this 'force complete' thing people are talking about?
  13. Fantastic, now that this is released my life will be gone (not that I had one anyway) One small request though, is it possible perhaps to group the parts (in GameData/B9/Parts/*) by size? I for one (honestly) don't care for the new HX parts, or for the panel thingies, so I usually delete them from my folder. But since there are a lot of HX parts, perhaps it would be better to sort them somehow? Also, I assume the S2 cockpit will be getting a makeover in the '5.1' release?
  14. I don't know if this has been reported yet. I'm trying to play KSP, but it hangs on loading 'StationScience/Parts/StnSciZoo/lab-emissive'.
  15. I don't have KSP handy at the moment so I can't test this, but are these truss things compatible with those from NFPP? ( http://forum.kerbalspaceprogram.com/threads/52042-0-23-Near-Future-Propulsion-0-42-(updated-08-03-14-fixes-new-reactor) )
  16. I'm getting the incorrect toolbar installation error on a clean install of KSP 0.23 and Toolbar 1.4.4. EDIT: it's looking for GameData/NavyFish/Plugins/Toolbar.dll...
  17. Really nice welds there, aesthetics wise... Problem is, as bac9 has pointed out, performance takes a big hit, and I've had to keep only the parts i want in the pack. Next, I really suggest you cut down on the chatter in the part description. Not everyone out there has a 1920x1080 monitor, don't expect the description, the module info AND the part name to fit on a 800 or 768 tall screen. Really. Just put the required info in the description, and reduce the humour.
  18. @ferram4: What happened to the 'feature' where we could drag FAR windows off to the side, outside of the screen? Honestly I have little use for the little FAR helper in flight and the (rather large) FAR simulator-thingy in the VAB/SPH; they used to be able to be dragged such that the majority of the window could be outside the screen, so it starting extended isn't a problem... Now they snap to the edge kind of like mechjeb's windows. That seems to have been removed in one of the recent (0.9.6.2? .1?) updates. Not a big fuss of course, given it's only a problem if the game is restarted, but still an annoyance nonetheless. Thanks!
  19. I honestly could give no damns about credit, this is to help all unix users. The thing is, random people coming along would most likely be confused by two different sets of instructions that are only a few posts apart. Furthermore, (not meaning to put down your method or anything), but in the event the file names change, the OP's method (and by extension your own) is most likely not going to work fully (he did mention the unix script is maintained by someone else). While offering a different solution is not destructive, it will cause confusion, especially for newer people. If someone else asks the question later on in the threads, by all means reproduce whatever solution anyone sees fit. I don't want credit; goodwill doesn't need recognition, but it must be done effectively. I suggest we both stop in order not to derail the thread any further.
  20. I don't know why you didn't bother to look 2/3 posts above your own, BEFORE posting. As I mentioned, this technique will only work for as long as the filenames remain the same, and that's not guaranteed. And it will only work for the Squad pack, either that or you'd have to manually delete all the files. If you would observer here, a much better example of script automation: This should work on all UNIX systems supporting bash, and is practically maintenance free. http://pastebin.com/UFi2Dtkt Copy the paste into a file, any file (just replace the name below) Then you'd copy that script file into the GameData/Gameplay folder that you downloaded ie, put this script into the same folder as a 'Squad', 'B9_Aerospace' or 'KW_Rocketry' folder that you downloaded. Run the script with the required arguments (below), indicating your KSP installation directory, and the name of the folder to replace. (Be it Squad or B9 or KW) Usage: chmod +x reduce.sh # (if that is what you named it) ./reduce.sh [Path to KSP directory, use quotes if contains spaces] [Name of Directory to Search, eg. Squad or B9_Aerospace; use quotes for safety] Example: ./reduce.sh "~/KSP" "Squad" ./reduce.sh "~/Desktop/KSP" "B9_Aerospace" I'm not trying to start a flame war, I'm just terribly upset that 1. This is essentially a repost of the same instructions on the first page, made by the mod author. 2. You didn't bother to read a COUPLE of posts above your own, on THE SAME PAGE, before posting your essentially duplicate material.
  21. I have a simple offer. This should work on all UNIX systems supporting bash, and is practically maintenance free. http://pastebin.com/UFi2Dtkt Usage: chmod +x reduce.sh # (if that is what you named it) ./reduce.sh [Path to KSP directory, use quotes if contains spaces] [Name of Directory to Search, eg. Squad or B9_Aerospace; use quotes for safety] Example: ./reduce.sh "~/KSP" "Squad" ./reduce.sh "~/Desktop/KSP" "B9_Aerospace" Place the script inside the GameData folder or Gameplay folder (dunno why it's named as such) for the Squad pack. Example: Downloads/uploads_**_Squad_**/Gameplay/reduce.sh I have no idea how to use the retarded crap that is batch files. Someone with more patience, please convert this to reduce the pain that over 80% of the population already experience. This should be useful for anybody and everybody, since it doesn't require maintaining a list of changed files. I'm all for automatic stuff (: Note: I'm not liable for any damages done to your KSP installation. If anything goes awry, those using Steam can just repair game files and redownload mods. Those not using it (like me), please do yourself a favour and make a copy of the GameData folder before using. I've used it on myself a bunch of times now, and nothing seems to go wrong. WILL spam terminal/stdout, be aware.
  22. I have no idea what's wrong. This mod is a cool idea, although the english-ness of the thing puts me off. This is going to be another applescript. But anyway: I'm trying to run this program: SET X to 1. UNTIL X > 10 { PRINT X. SET X to X + 1. }. // Prints the numbers 1-10. from the wiki. HOWEVER, it insists: line1: mismatching delimiter. I have no idea.
  23. My latest creation, focused on cramming as much technology into one vehicle. Includes: RCS thrusters that aren't powerful enough, even on the Mun (untested on Minmus) A full Kethane setup –– one radial drill, one 1m converter and 2 radial tanks (80 units total) 2 solar panels for redundancy Many RTG units 2 External Command Seats Lights. Many. Rear-facing rocket engine for impatient people. Unfortunately: The original design called for the pilot to be able to look /horizontally/ through the mk1 lander can's bottom window. Turns out the angle wasn't enough, and he can only view the sky. Due to my laziness to rebuild the entire craft (almost all the parts are attached to that central unit, duh), the pod has remained as-is: hatch on the bottom and a useless window. Grip seems lacking on the Mun, even with the weight of this thing. Wants to slide sideways, tip over and die. Includes SAS for flipping vehicle over in low-gravity environments.
  24. This is pretty stupid for someone to do, but I mis-clicked one of the buttons while editing the orbit of Kerbin... and made it orbit the Mun. Obviously it crashed the game... Perhaps a simple if() to check that you're not trying to make a planet orbit its moon/itself? Other than that, this is a very very cool mod. It also made me realise that Kerbin's atmosphere gave it some form of light at night, I removed it and it was pitch black ._.
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