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Dexter9313

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Everything posted by Dexter9313

  1. Original mod creator here, thanks for keeping the mod alive Whenever I get time, I can send you the old digital clock-like images if you want. Your screenshots seem to show some weird time zones compare to what I've seen back in the days. I'll try to have a look as well. The game's code might have changed a lot, but I know I have an old build that I carried across KSP versions that managed to keep consistent without rebuilding anything.
  2. Edit: Sorry didn't read the Changelog Any plans on reintagrating Remotetech support ?
  3. Hi, I have a question regarding radiations. Can you do interplanetary travel with default config ? I mean I launched a Jool mission yesterday, putting my kerbals in a maximum shielded pod and they got to 50% radiation a quarter of the way there, mostly due to space weather... After disabling space weather they still quite couldn't arrive to Jool. I disabled radiation altogether to finish the mission because I felt something wasn't right. I am obvisouly missing a mechanic here, how can I increase shielding more than the max shielding resource of the pod ?
  4. Oh yeah sorry, didn't notice that in the OP. Thanks.
  5. Has anyone managed to install both Kerbalism and DeepFreeze through CKAN ? There is an incompatibility between the two concerning BackgroundProcessing supposedly... DeepFreeze is only recommending it though. Is it a CKAN bug ?
  6. I just collected my first Mun Stone and it got transformed into data, is this the desired behavior ? I would have thought it would be like a surface sample of some sort. (And I have a contract to bring one back...)
  7. Since I updraded to 3.0, [X] Science! Continued stopped showing any science. Is it fixable on your side or should the mod author get the mod compatible with Kerbalism ? As I understand you have to modify how science works heavily, I hope it will remain compatible with a few science mods out there.
  8. Alright then ! That clarifies that. Wow I forgot about that and I have KER installed... Thanks
  9. Hi, absolutely wonderful mod ! I can't go back to anything else. I have just one request though, that's been done multiple times over this topic's pages and I still don't understand why you don't want to add the feature. Could you add the total deltaV of multiple nodes somewhere please ? I know we can see the list of deltaVs, but summing in your head can be quite tedious if you have to fiddle a lot to get the best trip deltaV you want. Two use cases when I really need the total deltaV : interplanetary travel planning from LKO (you need a lot of maneuver nodes - at least three - to get to the target planet's orbit, and deltaVs can be very large, you really need to check the total deltaV for the trip isn't exceeding your vessel capabilities if you travel on a budget) and tricky orbital changes (I'm trying to figure out what should be the best intermediate trajectories to go from one orbit to the other and Hohmann isn't always enough if you need inclination and/or argument of periapsis changes on eccentric orbits; so you need multiple maneuvers for that and trying to come up with the most efficient way of doing it without reading the total deltaV anywhere can require a lot of head computation...). You could add it at the end of the list for example if you don't have any room left on the window. Please consider adding it, you would save me (and not only me, once again it has been requested a lot) a lot of sanity !
  10. Just passing by to tell you you are awesome to continue this mod ! It's an absolute must have for me. Kudos
  11. It can't be that because my fix only involved adding the file extension and not changing the file names.
  12. I am indeed using Linux, but it shouldn't matter as far as I know (I don't think Windows allows file referencing without extension either, so that's a plugin problem and not a system problem I guess). So yeah, I should post this in the Kopernicus thread because it looks to me that it's a bug about the way Kopernicus loads files. It's just that I had a problem with your mod in particular so I posted here first. Anyway, keep up the good work, your mod is great, I love it !
  13. They all are in .dds in GameData/OPM/KopernicusConfigs/OuterPlanets/PluginData . (The textures that didn't show up were Neidon_color.dds, Urlum_color.dds and Sarnus_color.dds, but there could be more that I didn't notice, I'm not used to what the planets are Really supposed to look like.)
  14. Hi ! I'm playing on Linux because of 32bits issues (MOAR MODS !) and my graphics card isn't at its best on this OS so I'm using this mod instead of Scatter (which gives me about 15FPS...), so it's very useful, thank you ! Anyway, I would only like one more small thing : could you update the metadata for CKAN please ? It shows to be only compatible with KSP 1.0.4.
  15. I don't know what is going on, but I had to remove the ".dds" of several texture paths to see them in game. My Neidon and Urlum were white, and Sarnus had only one color. By removing the extensions in the config files, I could finally see them as the screenshots suggest.
  16. Yes sorry, that's not that bad, I should edit my post : you will have to manually reset your settings. They will be muted by default, that's what I meant by "messed up".
  17. I thought tabakhase was about to do it as well so I didn't bother posting a patch. I will soon (later today, don't worry) do it for people who can't compile themselves, I feel your pain. Keep in mind though that not everything is perfect, mostly because of KSP's way to handle sound, but it should nonetheless be better than before for that aspect. Anyway, if you were ok about how the mod was in 0.90, at least you will have a similar experience if sound muting doesn't work for you. --EDIT : There you have it -- ProbeControlRoom 1.0-beta8a Patch v1 DOWNLOAD http://www./download/25jwye12ctrc4fg/ProbeControlRoom-1.0-beta8-Patchv1.zip INSTALL Install ProbeControlRoom 1.0-beta8a as you would normally do. [Optional] Backup the file GameData\ProbeControlRoom\ProbeControlRoom.dll Install ProbeControlRoom.dll from this archive to GameData\ProbeControlRoom CHANGE LOG -Rebuilt against KSP 1.0.2 -Disables ProbeControlRoom IVAs camera wobbles KSP introduced in 1.0 -[Experimental] Disables vessel sound when in a ProbeControlRoom IVA KNOWN BUGS If vessel sound doesn't disable or does so incompletely, that's perfectly normal most of the time... I couldn't do better for now. If you Really want to prevent vessel sound from happening, here is a quick workaround : (doesn't work for staging sound and sometimes sepratrons) press Escape twice (pause/unpause). Sounds stupid but works sometimes. (You have to repeat the manipulation any time you switch camera mode.) [Not in README.txt] If KSP crashes while in ProbeControlRoom IVA, your sound and wobbles game settings will get messed up. There is nothing we can do about it for the moment. Keep that in mind if you find yourself with weird settings (muted sounds and wobbles disabled). You will have to manually reset the volumes and wobbles in your settings. Other than that the mod and the game will continue to run flawlessly. DISCLAIMER I own nothing from this mod apart from the few lines of code I added for this patch (but I don't care if you do the darn you want about them). Don't get stuck with bugs and tell me about them in the forums post ! (http://forum.kerbalspaceprogram.com/threads/67450-WIP-IVA-PLUGIN-ProbeControlRoom-1-0-beta8a-IVA-All-the-things!-new-3D-RPM-17) Happy rocket crashing from your state of the art control room ! --Edited Edit-- Woops, once again, Z-Key got me, but at least you have choice for the patch you want. But looking at his code, his version is buggy and doesn't include patched sound. (No offense Z-Key)
  18. I'm currently using it and it's working as a MFD (buttons and all) but some readings are incorrect. Not so important readings though, like temperature. I think it is a RPM isue. It's been a year since Hyomoto haven't updated it and it would be great if he did once and for all (because obvisouly I'm telling it's working but it is only if it is installed as Jacke discribed it here).
  19. Hi ! I am helping Tabakhase with his mod ProbeControlRoom and we are trying to shut aero/ship sound while in IVA. I figured a way by setting GameSettings.SHIP_VOLUME and GameSettings.AMBIENCE_VOLUME to 0 in the plugin code and restoring them when getting out of IVA. Before that, we wanted to stop IVA camera wobbles and we succeeded this way (GameSettings.FLT_CAMERA_WOBBLES = 0) but unfortunately it doesn't seem to work as good for sound. Actually, it would work if it wasn't for a thing : for changes to happen, I have to pause the game and go to in game settings. I don't have to modify anything, I go there, I quit settings, I unpause then sound is as it should be (as I programmed it to be at least). Surprisingly enough, it doesn't happen for the camera so I'm a bit confused. So here are my questions : Is there a way to make the game apply game settings for sure ? Is there a cleaner way than modifying GameSettings.SHIP_VOLUME and GameSettings.AMBIENCE_VOLUME to shut those two sound groups ? My modifications to the mod are here : https://github.com/tabakhase/KSP-ProbeControlRoom/pull/2 You'd make my day if you could answer that ! Thanks in advance.
  20. I think any mod that is only based on RPM will work if RPM is up to date. At least that's what happened to ProbeControlRoom for example.
  21. You are welcome, it's for us as well I don't think it would interfere with ShipEffects as, anyway, ShipEffects disables itself when in PCR IVA (I guess based on what I heard by testing it). And by "should be used instead" are you implying it disables stock audio ? Because it doesn't, it only affects itself and not stock. I don't know when we would want to hear ShipEffects audio during PCR IVA if that was what your were actually implying. On spicing up, I already thought about what could be done to improve settings recovery and if we manipulate GameSettings directly I don't think there will ever be a "clean" way to do it. What do you have in mind ? The only way my implementation would fail (which is also Z-Key's but a little stronger towards failure) is when KSP crashes during IVA. I tested it in all the possible ways the player could exit IVA and it always restored settings correctly. So yeah, basically, if you are keeping the "GameSettings modification on the fly" way, you can't counter this bug in any other way than writing states in a file that would survive a KSP.exe crash. By loading it in PCR initialisation, you could see that IVA wasn't closed correctly and restore the settings state that were before entering IVA. I can implement this fix if you want but I'd prefer a better idea.
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