jamis
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Everything posted by jamis
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@SolarMojo13 -- so, without changing ANYTHING, you get that error about "start" not being a command? Something is very wrong. I would recommend deleting the bundler directory and downloading/reinstalling it. Then, trying it again fresh and without modifying anything, please let me know the exact error message you get. @Padishar, that's expected behavior if you're using RealFuels--it adds tech levels to the engines, so that engines become more effective as your grow technologically. Also, it (realistically) makes many engines so that they are not throttleable, especially in early techlevels. Look at the engine descriptions, and you'll see a "min throttle" value, which describes what the lowest throttle amount for that engine is. (Almost more than anything else, this particular feature has made KSP quite challenging for me, especially when trying to mimic the performance profile for a particular real-life mission.)
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@SolarMojo13, are you running the real-solar-system.bat file, or the real-solar-system.sh file? The "start" command not being found suggests you're running the wrong file. On a Mac, you'll want to be in the real-solar-system directory (not the jars directory, the one just above it), and you'll want to run the real-solar-system.sh file. Also, you'll almost certainly need to install Java, since Apple doesn't install it by default.
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@Demon_82, glad to hear you've tamed that unruly system of yours. If moving java.exe helped, then it was probably something funky with your PATH, but I don't know enough Windows to say how to go about fixing that. Anyway, glad it's working now! Himidori Shuumoto, that's awesome! I'd love to see more of your system, to see how it compares to my approach. I'm not happy with how I've bundled all mod definitions into a single file..it makes it unwieldy to grow the list. I'm considering--perhaps after 0.24--looking into separate files for each mod definition, as well as figuring out how to update an install in-place (so you can upgrade outdated mods, for instance). Have you addressed any of that with your RKSP stuff?
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Sorry for the confusion, Tangle. In the next release I'll fix that. My windows-fu is weak, but @paxy97 showed me how to make that command window go away.
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@Tangle, I'm assuming you're on Windows? Would you please look at this post by Phenom Anon and see if it helps get things going for you? Most people who have trouble getting the bundler running find it's because Java is not installed (or not installed correctly). http://forum.kerbalspaceprogram.com/threads/67668-Mod-bundler-for-Real-Solar-System-%282014-02-25%29?p=977803&viewfull=1#post977803
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Thanks, @NathanKell! I originally looked for a single descent engine, but I couldn't find one that fit what I was looking for. (Probably a limitation of the mods I'm using, but I don't know that I could afford to add even one more part-heavy mod at this point...) For descent, it needed to be throttlable and pressure-fed, and I didn't want it too powerful, either. In the end, a cluster of those smaller engines got me just about what I needed. (I considered copying a part and tweaking it's config to be what I wanted, but I'll admit I was a bit intimidated by trying to figure out the RealFuel settings it would need...) A nice side-effect of putting the engines in a circle around the perimeter of the base of the ship is that I now have a great surface to attach the decoupler to. Instead of trying to attach a small decoupler to a central engine, and then strutting to stabilize the load, I can attach the decoupler directly to the base of the ship, allowing me to use a larger (and more sturdy) connection. I, um, totally planned it that way.
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@paxy97, ah-ha! that's the command I was looking for. I'll get that changed in the next release. @MrMeeb, when running it on a Mac, make sure you're running the real-solar-system.sh file (not the .bat) file. Also, make sure you're running it from the directory where it lives--in other words, change to that directory first, from the terminal, and then run "./real-solar-system.sh" (without the quotes, of course). Does that work any better?
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One thing many KSP'ers attempt, at one point or another, is an Apollo-inspired visit to the Mun. Most often, such attempts follow the blueprint of Apollo 11, and no wonder--it was a wonderfully dramatic moment that captured the imagination of the whole world. But I got to wondering--what happened in the other Apollo missions? What was the lead-up to that footprint on the surface of the moon? And so I introduce to you, my video series following the Apollo program from (near) its beginnings. (I'm starting with Apollo 4, but may go back and retroactively try some of the earlier missions, too.) My goal is NOT to reenact the Apollo missions. Rather, I'm using the Apollo missions as inspiration for how to execute my own manned moon landings. The currently available videos are: , which was the first full-stack test of the launch vehicle, and the command and service modules. , which tested the lunar module in space (low Earth orbit) for the first time Apollo 6, testing the translunar capabilities of the S-IVB, as well as retesting reentry capability of the command module. , first manned mission of the Apollo program (low Earth orbit) The most recent video is the Apollo 7 mission: Enjoy!
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Phenom's post (linked above) talks about how to add the path. If it's not clear there, ask again, and hopefully someone can help you. (I don't use Windows myself, so I'm afraid I'd lead you astray if I tried to give you specific instructions.)
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@Sauron, this happens because Java isn't installed (or isn't installed correctly) on your machine. Phenom Anon X wrote a pretty good guide to getting that ironed out: http://forum.kerbalspaceprogram.com/threads/67668-Mod-bundler-for-Real-Solar-System-%282014-02-25%29?p=977803&viewfull=1#post977803 Basically, as Phenom explains, you need to: Download and (re)install Java Update your system PATH variable so programs can find Java
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@Dhan, the bundler doesn't actually install anything. It just builds a zip file (rss.zip by default, for the Real Solar System), which you must then move to your main KSP directory, and then unzip.
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Whew, okay Glad it was an easy fix. More like that, please.
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@curiousepic, NathanKell makes a good point. Can you post a list of the mods you're installing? @Dhan, very odd! Do you get any warnings or errors if you go here in your browser: https://raw.github.com/jamis/KSP-RealSolarSystem-bundler/master/real-solar-system.manifest If it works, you should see a bunch of text that starts with something like this: --- bundle: Real Solar System archive: rss.zip version: 3 required: - Real Solar System recommended: - Realism Overhaul - Ferram Aerospace Research (FAR) - Deadly Reentry Continued - StretchySRB ...
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Wups, I forgot to bundle a linux version of unrar! Sorry about that. I'll try and get that patched this evening. In the meantime, if you're using linux, you're probably savvy enough to replace the one I bundled with one you can use. Can't rely on there being a system unrar, though, because 99% of KSP users are on Windows. *cries*
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Can you try removing the ATM mod and seeing if it works any better? The sheer number of mods that can wind up installed when using the bundler can make the texture manager work really hard (and long) on that first load. If removing it makes things work again, then I suspect it's just a matter of needing to wait longer. FWIW, the "hang" when using ATM will appear to happen on seemingly random parts. I'm not sure why, but the part shown in the loading window does not seem to be significant.
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@curiousepic, did you include the Active Texture Management mod in the bundle? If so, you'll want to wait a good long time (like, 5 minutes or more) during the first start-up, while it compresses textures. It'll make the loading screen appear to "hang". After the first time, loading time will be MUCH faster. Let me know if you're not using that ATM mod, and I'll see if I can think of another suggestion...
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While I had originally played KSP "plain" -- no mods, at all -- and got quite far with it, I've noticed that recently I've been growing more and more dependent on MechJeb and other mods. In order to prove to myself that I could still do the "hard stuff" without any mods, I began a few different projects in a fresh install of KSP. One of these projects is my new "Chain Station" -- five double-docked segments with sufficient housing for ten kerbals. (Only four are living there currently, though.) Behold: I would have made it much longer, if I could, but I didn't want to abuse my poor, 6-year-old computer any more than I had to. (If I ever get a new computer, I'll definitely try something more ambitious.)
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Brilliant. Thanks for the laughs!
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A revolutionary new Kerbal-powered propulsion system. A highly-anticipated corned beef sandwich. Two Kerbals. Such is the recipe for treachery. Watch the sordid tale unfold in "Flight of the Kerbalight"! (I'm not a patch on Nassault, so don't expect that level of polish. This is my first real story told in video. I learned a ton!)
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@nubcaker, in addition to what the inimitable @usulrasolas suggested above (and which I 100% agree with), I notice you have a BoulderCo directory. Are you using the Active Texture Management mod, by any chance? If so, you need to expect a very (very!) long wait after the first time you launch the app with that mod installed. On my machine, with a full install of RSS mods and Active Texture Management (aggressive), the loading screen will appear to hang for a good 5 to 10 minutes. If you wait it out, though, it picks up where it left off, finishes loading, and the game is playable. After that first time, it won't take nearly that long to load the next time. Can you confirm that this might be the case for you?
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What version of FASA is it downloading? It should be 3.73. Note that the beta (3.81?) has a big ol' warning label on it, saying it is only for the very adventurous, so I won't be adding that to the manifest until it stabilizes. Also, there should be a few of the RO configs on there--the 10x kerbin, for instance. If you're not seeing those, it may be that you're using an older version of the bundler itself. I"ve got Real Solar System configs included, but I've not done much with RO configs. Can you point me at some that you'd like to see included? I'll see what it will take to bundle them. You'll definitely want to make sure you're running the latest bundler, but aside from that, mod-updates will usually not require a bundler-update, since most things I can tweak in the manifest directly.
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@tmikesecrist3, often, yes. This is only because for some mods, the authors delete the old versions when they upload the new versions, which breaks the download links in the bundler manifest. I try to review the manifest every 24-48 hours, though, so hopefully you'd never need to wait long. I just looked over them all again, just now, and they all seem up-to-date. Were you asking hypothetically, or have you run into a mod that doesn't want to download? If you (or anyone) ever runs into a mod that isn't downloading, or (especially) one that was updated which I haven't caught yet, please post a note in this thread and let me know. I'll update the manifests as quick as I can (often within a few hours, sometimes within a few minutes).
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@nubcaker, redownloading the mods shouldn't change anything (unless you somehow got a corrupted version the first time, but if that were the case, you would have noticed it long before you deleted RealFuels). I know I've used this bundler with a bundle that didn't include RealFuels, and it was fine. What other mods do you have installed? As far as I know, RealFuels itself doesn't depend on any mods, and the only things the bundler does specially are to tweak the Kethane mod a bit if you install it alongside RealFuels. Even then, though, it shouldn't be a breaking change. Perhaps try deleting all the folders in the GameData directory (except for Squad, of course), and reinstalling the archive file?
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Good catch! 33kg seems a much more reasonable mass for a naked kerbal. It makes more sense, now, that they would walk so slowly and clumsily, carrying double their own mass in gear around.