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KSP2 Release Notes
Everything posted by MisterFister
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[0.90] Resource Overview for VAB/SPH [v1.2.0.0, 16. Dec]
MisterFister replied to SMILIE's topic in KSP1 Mod Releases
Is this mod supposed to install to the GameData directory with a foldername that includes the version number? Many mods I've run across have the folder structure hard-coded, and often they require the folder structure to be consistent across versions. -
Heads up to the mod author: I think I may have found a small typo inside MM_ScienceContainers.cfg. (ScienceContianers, instead of ScienceContainers, is referenced within the file.)
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Can someone shed some light on my issue? I'm attempting to run a very lightly modded version of KSP x86 for Windows7 from Steam. I've created two shortcuts on my desktop pointing to ksp.exe in the correct folder, one running straight up and the other running opengl. Running with the following in the Target field: "D:\[Appropriate folder tree]\Kerbal Space Program\KSP.exe" -force-opengl Have I used the correct syntax? Because this install runs silky smooth from the standard shortcut, but upon attempting to load it with opengl, it shows as unresponsive, and the screen blinks out repeatedly until I manually end the process. Any help would be appreciated! Edit: Please be advised that I have updated my video drivers and have manually verified that they support OpenGL 3.3.something. Edit 2: I have continued experimenting. How do I verify, once the game starts, if I'm in OpenGL mode or ... [whatever the default mode would be]? (Is the default mode DirectX?) I have cloned a couple of clean installs from Steam on my hard drive for experimentation purposes. I think that the problem stems somehow from going into the game first in default mode, applying my graphics changes (fullscreen, 1920x1200, and applying full groundscatter) and closing out before attempting OpenGL mode for the first time, since doing it the other way around seems to avoid the hanging issue I see. At the same time, successfully running in OpenGL mode seems to add ~200kb to my memory footprint on a modless start over default.
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This is useful info, thanks. I guess I'll tinker with the command prompt version then. I was mostly aware of the API / non-API issue. Does your explanation mean that using CKAN for Curse-oriented mods is the way for me, the end user, to go on this? Or should I periodically check CurseForge on my own, just because? Also, on an overlapping but different topic: I already heavily prefer KStuff as my mod source over Curse, when a mod author provides a choice between the two. I also prefer Curse over the forum [though recently I wonder if this makes sense from an end user standpoint.] My question: is it a no-no (whether by hard set rules, or by good form and decorum) to just visit the forum page for any mod not already hosted on KStuff (and apparently CKAN, now) and politely ask the mod author if any thought has been put toward hosting on KStuff or listing through CKAN? I've done that for a dozen or so Curse-hosted mods, and of the only two replies I got, the first was receptive, and the second was standoffish to the notion. (Separate question: why would someone be standoffish to KStuff?)
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Greetings all, and Happy [American] Thanksgiving! I downloaded this .exe, and I can run it from a Windows 7 cmd prompt. However, I get the feeling that this is capable of being run straight from the desktop, particularly given the screenshots accompanying this release. Running the file from the desktop "runs" the folder in a cmd window that flashes across the screen and disappears before I can do anything with it, and running it from a prompt seems to be very argument heavy. Am I missing something here? Is there a GUI function that I haven't found how to access? Otherwise, I am VERY excited for this mod. I've seen prior comments (can't remember if they were in this thread or the pre-release thread now locked) that there are API limitations for CurseForge-hosted mods. Does that mean that this draws from those posts' forum page download links directly? Or is it absolutely essential that mods be available via KStuff for this to work? Does that mean that non-KStuff (or non-CKAN-ported) mods need to be maintained the old way? Related but not quite the same question: one thing I love about KStuff is that it emails me with mod updates, but Curse does not. Any suggestions how I should go about maintaining those mods for myself beyond simply revisiting the links periodically? Thanks!
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Docking wont kick in.
MisterFister replied to kizentheslayer's topic in KSP1 Technical Support (PC, modded installs)
There were a handful of threads from last year discussing this, such as http://forum.kerbalspaceprogram.com/threads/35777-Can-t-Undock-Bug-How-To-Fix and http://forum.kerbalspaceprogram.com/threads/78863-FIX-Dock-Undocking-Bug-in-0-23-5?p=1136991&viewfull=1#post1136991. Unfortunately, it might be an irrecoverable error that would require manually editing your savefile, or possibly restarting your save. The issue comes from how the savefile treats docked vessels and VAB-assembled vessels differently. Docking ports all have a UID (universal identifier) that points to the UID of the other port that it's attached to. If one of the ports points properly to the second port, but the second port's pointer gets corrupted so some number that the game cannot interpret, you have to go digging through the savefile to manually fix it. This is not impossible, but it can be very tedious, and if you mess it up the entire save will become permanently unplayable. (So make a backup before attempting.) What always frustrated me is that no one seems to know what causes it. I seem to recall discussion that Squad was aware of the bug but had no idea what caused it. Crude troubleshooting attempts seem to suggest that it might be influenced by craft that had a lot of spent launch stages (staging events during launch) before undocking and then redocking, Apollo -
Does anyone have any advice on how I would find out if my AMD HD Radeon 4800 (x3 on CrossFire) cards support OpenGL mode?
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
MisterFister replied to Paul Kingtiger's topic in KSP1 Mod Releases
I see that the TAC add-on is pushing v9.2, but the latest on your site is 9.2.7. KAS-addon is 0.9.0 on KStuff, but 0.9.0.14 on your site. Is it correct for me to understand that the latest version of these add-on packs are available on your site and not on KStuff? (The opposite seems true for the Core pack: 0.9.4 on KStuff, 0.9.3.25 on your site.) -
You're both partially correct. If you've properly selected "control from here" on the craft used for docking, then the GUI will orient you on a WADSQE / JKLI orientation to match the two ports together, based on how both of the ports were assembled in the VAB / SPH. I suggest setting cameras to CHASE mode for final docking approach, and to pay the closest attention to the alignment indicator and not on the navball or the surrounding view (though glancing outside of the indicator once in a while won't hurt.)
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It's not just you. I bookmark all of the mods I hope to use or keep track of, which is a substantial amount -- perhaps 180-ish or so. I sort them first by repository (I favor KerbalStuff over CurseForge because of its interface and mod-author-driven model, and I prefer CurseFoorge over forum-only / github / dropbox hosting because at least with CF I can sign up for mod updates by email.) Each repository has its own bookmark folder. Within all three of those folders (KerbalStuff, CF, and Forum / other) I divide links into subfolders by mod genre / purpose: Appearance (eye-candy mods -- EVE, Chatterer KerbinSide...); Behavior (TweakScale, Fine Print, FAR); Career (DangIt!, DMP, Kethane, RT2); Info (PreciseNode, Haystack, Notes, Trajectories, NavyFish's Docking Alignment Indicator); Parts (B9, Firespitter, LLL, KW); and WIP (pre-releases that may not yet be evolved enough to justify using them but seem promising, such as Kerbal Weather Systems, PlanetShine, etc.) I download all of the zipfiles to a folder structure that mirrors my bookmark structure. Periodically, I do this from top to bottom, especially when coming back into the game after a hiatus period such as recently; otherwise, I just keep track of my email updates from KS / CF, and periodically check my Forum mods for updates. Once I have my zipfiles sorted, I convert all non-zip files (the occasional .rar, for example) into zipfiles for my own personal convenience, and I insert dummy .txt files into each GameData subfolder within those zipfiles. The dummy .txt files are named after the mod, which I use as tracers. That way, I can keep track of how many mods write or overwrite to a particular GameData subfolder (for example, lots of mods use firespitter.dll.) This allows me to make sure I have the latest .dll's for all mods, and it also makes it easier to uninstall individual mods -- before deleting a GameData subfolder, I look at the .txt files within it, and if there are multiple copies, I note those mods to reinstall / recopy, so that uninstalling any particular mod doesn't result in disabling others that I may wish to keep. All of the above allows me to sort and prioritize mods based on intended career savefile use and, potentially, memory footprint.
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Not only am I, too,curious about heightmaps, I'd also like to ask if there are any suggestions as to how to deal with the visual effect of kerbonauts on landed EVA sinking up to their waists in the terrain. Is there a setting I can modify to allow for a better match between the terrain collision map and the visual map?
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
MisterFister replied to Paul Kingtiger's topic in KSP1 Mod Releases
Mr. Kingtiger, I see in your changelog that as far back as late July you'd intended to incorporate native Dangit! support. I'm excited to learn of the possible progress on this, or potential user workarounds you can suggest. Also, great mod! -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
MisterFister replied to Paul Kingtiger's topic in KSP1 Mod Releases
You know, the "nevermind" part is the only item I find problematic. See, your request for mod support here, as far as you were (understandably) concerned, was a request to get your game working. For the mod-author, however, it's an opportunity to anticipate problems of future users. Why nevermind this? Yes, you took the onus of figuring it out off of that person's plate, but why not actually share with all of us here what you did to find the problem and what the answer was that you ultimately settled on? This is a forum -- a place for sharing ideas. This is not a tech support hold queue. (I intend no hostility in my above words, but I don't know how to rephrase to reduce the appearance otherwise. If this is ding-worthy, moderators, please advise, as I'll happily edit this post to comply while also capturing my constructive point.) -
[1.1] Improved Chase Camera v1.6 (Apr 23)
MisterFister replied to BahamutoD's topic in KSP1 Mod Releases
Browser bookmarks...? -
I've downloaded but not yet installed that mod. Positioning "above" the submerged anomaly doesn't work? Might be better addressable through DMagic's support thread, then.
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Nice catch! Downloaded, and will install shortly.
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*chuckle* Compare a side by side view of stock vs. this mod. There's no argument: this mod is better than stock's "part highlighting."
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[1.3] RCS Sound Effects (2017-06-12)
MisterFister replied to pizzaoverhead's topic in KSP1 Mod Releases
Has there been any thought by the mod author to host this on KerbalStuff? -
Has there been any thought by the mod author to host this on KerbalStuff?
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[1.1] Improved Chase Camera v1.6 (Apr 23)
MisterFister replied to BahamutoD's topic in KSP1 Mod Releases
Has there been any thought by the mod author to host this on KerbalStuff? -
HotRockets! Particle FX Replacement + Tutorial
MisterFister replied to Nazari1382's topic in KSP1 Mod Development
Has there been any thought by the mod author to host this on KerbalStuff?