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qnistNAMEERF

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Everything posted by qnistNAMEERF

  1. Here's a list I've compiled of support patches (including FAR). Feedback on that blog post is appreciated.
  2. Someone else just had this issue a page or two back in the thread. Helldiver said they were running an outdated version of RPM. Sounds like you were probably having the same issue. Yeah, the graphics are there. They're just black like you said. It's a bug with RPM and OpenGL.
  3. I went ahead and checked the v413 All zip against my linux setup and here's how it looks: That's on Ubuntu 64bit running KSP 64bit linux client with the KSOS v413 All zip pack. The dark HUD is a known bug from pretty much the beginning of this mod. You'll also experience it in windows if you use force OpenGL.
  4. // ADI left screen MODULE { name = RasterPropMonitor screenTransform = RPM_ADI_ONLY_Left fontTransform = KSO/RPM/KSO_MFD/hudfont textureLayerID = _Emissive // Name of texture layer to work with on the screen surface. screenWidth = 40 // Screen width in letters. screenHeight = 20 // Screen height in lines. screenPixelWidth = 640 // Width of the generated screen texture in pixels. screenPixelHeight = 640 // Height of the generated screen texture in pixels. fontLetterWidth = 16 // Width of a font character. fontLetterHeight = 32 // Height of a font character. cameraAspect = 1.0 fontDefinition = KSO/RPM/KSO_MFD/fontDefinition.txt extraFont = KSO/RPM/KSO_MFD/hudfont refreshDrawRate = 2 refreshTextRate = 5 refreshDataRate = 20 buttonClickSound = KSO/RPM/KSO_MFD/buttonbeep buttonClickVolume = 0.6 noSignalTextureURL = KSO/RPM/KSO_MFD/nosignal PAGE { name = ADIpg button = ADI_Left_ADI_Button text = KSO/RPM/Pages/default/pa_ADI.txt defaultFontTint = 255,255,255,255 //textureURL = KSO/RPM/KSO_MFD/screenbg //textureOverlayURL = KSO/RPM/KSO25/Overlay disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home showHeadingBarPrograde = false BACKGROUNDHANDLER { name = JSIHeadsUpDisplay method = RenderHUD //backgroundColor = 42,42,42,0 horizonTexture = KSO/RPM/KSO_ADI/ADI_ladder use360horizon = false horizonSize = 320,320 horizonTextureSize = 480,480 hudFov = 120 headingBar = KSO/RPM/KSO_ADI/ADI_heading headingBarPosition = 160,123,320,37 headingBarWidth = 320 showHeadingBarPrograde = false progradeColor = 255,255,255,255 iconPixelSize = 64 vertBar1Texture = KSO/RPM/KSO_ADI/ADI_rightscale vertBar1UseLog10 = true vertBar1Variable = RADARALTOCEAN vertBar1Position = 480,160,64,320 vertBar1Limit = 0,10000 vertBar1TextureLimit = 855,170 vertBar1TextureSize = 640 vertBar2Texture = KSO/RPM/KSO_ADI/ADI_leftscale vertBar2UseLog10 = true vertBar2Variable = VERTSPEED vertBar2Position = 96,160,64,320 vertBar2Limit = -10000,10000 vertBar2TextureLimit = 1845,208 vertBar2TextureSize = 640 staticOverlay = KSO/RPM/KSO_ADI/ADI_overlay } } PAGE { name = ADIflightDisplay button = ADI_Left_PFD_Button text = KSO/RPM/Pages/default/pa_ADI.txt //text = KSO/RPM/Hyomoto/MFD/pages/overlayPFD.txt //textureURL = KSO/RPM/Hyomoto/MFD/images/genericBg //textureOverlayURL = KSO/RPM/KSO25/Overlay disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = JSIPrimaryFlightDisplay method = RenderPFD buttonClickMethod = ButtonProcessor //speedModeButton = 4 navBallModel = KSO/RPM/KSO_PFD/NavBall horizonTexture = KSO/RPM/KSO25/kso_nav_KSO_25 staticOverlay = KSO/RPM/KSO_PFD/pfdStatic3 headingBar = KSO/RPM/Hyomoto/MFD/images/pfdHeading headingBarPosition = 0.0, 0.65, 0.4, 0.05 headingAboveOverlay = 1 cameraSpan = 0.75 cameraShift = 0, -0.05 } } } We're concerned with the ADI half of that screen (name = ADIpg). So, just to verify you have all the files installed correctly, you'll need to make sure you have the following in place: KSO/RPM/KSO_MFD/hudfont KSO/RPM/KSO_MFD/fontDefinition.txt KSO/RPM/KSO_MFD/buttonbeep KSO/RPM/KSO_MFD/nosignal KSO/RPM/Pages/default/pa_ADI.txt KSO/RPM/KSO_ADI/ADI_ladder KSO/RPM/KSO_ADI/ADI_heading KSO/RPM/KSO_ADI/ADI_rightscale KSO/RPM/KSO_ADI/ADI_leftscale KSO/RPM/KSO_ADI/ADI_overlay You've already verified the KSO_ADI folder. I should have asked if the KSO/RPM/Pages folder was there now that I think about it because all the text is missing from the pa_ADI.txt file on that screen. Also, make sure you're using the JSI (RPM) plugin files (should be at GameData/JSI/ ) that came bundled with KSOS. EDIT: Hmm, actually, the text from pa_ADI.txt is there on the PFD screen. Huh, not sure what's going on there.
  5. Yeah, I agree on that with the dark HUD. But he should also have a dark ADI in the first screenshot with some white text. There's nothing there though so I'm guessing he has not installed it correctly. EDIT: by the way, the new OP is slick.
  6. What version you using? Did you manually install? Is the KSO_ADI folder located in your GameData\KSO\RPM\ directory?
  7. Yeah, helldiver's computer was not cooperating. EDIT: by the way, I believe that part (kerbin_orbiter) is required if the texture is applied through the part config in the model reference (as opposed to firespitters textureswitch module). It's not so much using the original texture as referencing which texture is being substituted if I understand it correctly. The original texture filename is kerbin_orbiter.tga, the original model files are exported from unity to reference said texture filename, and this "texture =" tag (which is not required originally because the model is already set up to use it) in the part cfg specifies that we are using this file in lieu of kerbin_orbiter.tga. For example: Where a part would normally use: MODEL { model = mymod/parts/mypart texture = texture-a, mymod/parts/texture-a } We could sub out texture B in lieu of texture A. MODEL { model = mymod/parts/mypart texture = texture-a, mymod/parts/texture-b }
  8. This line: texture = kerbin orbiter, KSO/Parts/altnames/ksoliberty Needs to be this: texture = kerbin_orbiter, KSO/Parts/altnames/ksoliberty Add that underscore.
  9. I just tried it out too and the download works just fine. It's more than likely your internet provider or some firewall/browser/OS setting. Try using a different browser or shutting off your firewall or something. We don't really have enough information from you to help you if all you say is: it don't work. Sorry.
  10. Yeah. Don't expect a working mod environment a day after an update until they implement a proper plugin/modding api that doesn't break with every update. EDIT: on the plus side, it looks like snjo might update firespitter this time.
  11. In this case, yes, that's correct. Since one is pre-release v7 and the other is release v6.3.5. I meant between the release versions (v6.3.5) of firespitter between 0.24.2 and 0.25 are (as I understand it) functionally the same.
  12. The KSOS is still very much firespitter-dependant, especially for the landing gear and the heli. I expressed concern about this to Helldiver and Nazari since firespitter development is currently halted. That said, with the release of KSP 0.25 came a stock animation module (that the mk2 parts use for their animations, such as the cargo bay door animations). Firespitter previously filled the void this new animation filled. So I tried the new module on the KSOS parts and it worked. The landing gear, for example, do not use this module for their animations however. But there is a stock landing gear module that the stock gear bay use. But it's not a simple swap as with the animation module. It would require access to the unity workspaces and possibly re-exporting them to get them to work with the stock landing gear modules, and possibly with both stock and firespitter (depending on the presence of firespitter). I don't have access to the workspaces so it's not possible on my end. I'm a firm believer that KSOS should rely less on firespitter where it can but I don't know yet to what extent that's possible. So, to address your issue: the v409HF is for KSP 0.25 only and is not backwards compatible with previous versions. v409 (which I linked to earlier in the thread) is currently still hosted and can be downloaded for KSP 0.24.2. The hot fix addresses some bugs that surfaced and takes advantage of the new animation module I mentioned earlier. It was released to ease installation for everyone migrating to KSP 0.25. That said, as far as I understand, firespitter is not really updated to KSP 0.25, it's just had its version checker changed to 0.25. So if I understand correctly, the firespitter DLL from 0.24.2 and 0.25 are functionally the same. One of them just doesn't throw a version warning in KSP 0.25. Please feel free to correct me if I'm wrong. The DLL included in KSOS is the pre-release of firespitter version 7 that was released for 0.24.2, hence the version warning.
  13. - Just so everyone knows, v409HF of KSOS will not work very well with KSP 0.24.2 or any previous versions. With 0.25 came a stock animation module for parts that firespitter previous provided. So if you really, really, really want to use the HF version of v409 with the previous versions of KSP then you'll have to change the stock animation module in the part CFG files back to the firespitter module. So in short: use the latest versions. - I'm guessing your problem is memory related when it fails to start. If parts aren't showing up when you do get the game running, you've either yet to unlock them in career mode or you've installed them incorrectly.
  14. Please feel free. I just want feedback on them so we know whether to include them or modify them, etc. Also, just realized you can forget about the small FAR patch I pasted in there by me (the one for cargo bays). Those changes are included in the other two patches.
  15. So I'd appreciate it if everyone that uses KSOS with FAR/DRE/NEAR/etc if they'd take a look at a blog entry I've posted here. I just did a quick search for "config" and those are the only patches I found after scanning about ten pages of results. I've added a source link and the author's name to them (if absent) so they can be traced. Please provide feedback on these patches, supply your own for others to review, point out others I may have missed, suggest improvements, and try to come to a consensus on what works, etc. Feedback is greatly appreciated.
  16. I sent you a PM, Avalon. Let me know if that helps.
  17. Previous versions of ATM did exactly this (current version now uses DXT). So, if you have an old copy around, I believe you could have it do the work for you on a test installation, then replace the orignals. They would be located in ATM's texture cache. Just need to make sure it's setup to convert all the KSOS textures. I've not tested this though. Otherwise, you could convert them yourself with a photo editor.
  18. The previous installer is still hosted (won't be forever though). Give me a moment and I'll track down the link... download v409 installer here. Keep in mind it is outdated and doesn't have the latest bugfixes, although you can find some of them in this thread. All the plugins are up-to-date in KSOS save for Klockheed_Martian's Gimbal plugin (discontinued but still works) and firespitter (Snjo is taking a break, latest DLL is the same, just doesn't throw a version warning message). When I get around to cleaning up the RPM stuff and update the downloads, I'll throw in that DLL.
  19. For those of you with white KSOS parts: are you using TextureReplacer and/or ATM? I believe ATM is using the recently released DDSloader plugin and so the two may not be playing nice together currently.
  20. Firespitter will be updated when the official plugin is updated. This is more a hotfix for those migrating to 0.25 to ease installation since there were quite a few bug fixes. That is planned for a future update.
  21. Would it be alright with you if these patches are rolled into KSOS? Granted whether the majority of FAR, DRE, etc users believe these to be the best setup to support these mods. I have never really heard any great feedback on any of the FAR configs floating around here either. So, I pose this question to everyone here: if you use FAR/DRE/NEAR/etc what patches do you use to get KSOS to play nice with them? If everyone can come to a consensus on what they believe is ideal, I can add a selection to the installer that will include these patches.
  22. Regarding the S25 generator, it's in the nose cone part. EDIT: Regarding the Kerbalab camera, I just checked it out and it appears that clicking on the lense doesn't work, but clicking anywhere else on the camera (such as the frame or microphone) or even on the wall next to it activates the camera.
  23. There is a firespitter bug that sometimes reverses the motors on some, half, or even all the wheels. It's most noticeable on the rover for some reason. It's already been reported to Snjo (the firespitter mod author) and he has it recorded on his github. Until it's resolved, you'll have to manually check the motors one by one (right click and reverse as necessary) whenever it occurs to correct them. Zoom in on them and note their direction. The state of whether the motor is reversed is not always accurate in the motor's context menu either. So you'll have to verify them by eye. Personally, it most often shows up whenever I attach the rover to a lander. Your mileage may vary, however.
  24. I wrote a patch when phase 4 was still in testing that changed the main rotor to have the lifting surface and removed it from the heli fuselage. I think I even added a control surface to the rotor. I liked it better than the current setup. Never got any real feedback on it though from helldiver and nazari. Allowed me to autorotate land the kerbostar too. Once everything is updated for KSP 0.25 I'll revisit it and release it here if there's interest. Chances are something is not installed right. Last time someone brought up this error they had two module manager DLLs in their gamedata directory, so make sure you only have one copy in there. Other than that, make sure everything else is installed correctly and you're using the latest versions.
  25. Also, KSOS will probably not be updated until all its dependencies are updated to 0.25. So that includes Firespitter, Klockheed_Martian, Raster Prop Monitor, Smokescreen. etc. It's just impractical for anyone to assume this would happen one day after 0.25's release. It's not like mod authors have access to KSP preview builds for testing/updating prior to their official release. So in short, everyone's just going to need to be patient for an official 0.25 release of KSOS.
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