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Everything posted by Morashtak
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TweakScale is the go-to for most parts but it needs a config file that points MM to each of REs parts. Again, not a problem for @Alcentar. No promises but looks easy tho' will take a few tests to ensure all the engines are incorporated. First pass done TweakScale config file ; requires TweakScale. Place file in TweakScale's Patches folder
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After reading thru the threads I could find no config file for CTT so decided to learn about rocket engines; Real Engines Community Tech Tree config file (via Dropbox) Bonus - Uses stock only tech nodes so is ready to import into the relevant cfg's. Added a bit of fluff to each description (as per Wikipedia so beware). The "attachment" parts are a bit confusing so clarification will be needed as well as they are showing up in the fuel tank section - Should be "Structural"? This was all done in the wee, dark hours of a Sunday morning so suggestions are highly welcome and expected.
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For those using Roverdude's Exploration Pack that includes the DERP (Deployable Emergency Reentry Pod) one can comment out the parts in the config file (don't delete it) in this mod and add the following config file in the USI SrvPack folder; @RESCUE_POD_TYPES:NEEDS[KSPRescuePodFix] { part = DERP_POD } Now you'll only be chasing big orange beach balls around in orbit - Looks better than finding "broken up craft parts" just drifting about.
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For a quick work-around start a new game in sandbox mode. Go to the VAB, enable advanced mode (top left arrow, next to the search box) and click on the plus sign to add a custom category. Then filter by tech level; you should see the hidden modules in tech level three. Stack all the items with "supplies" on/around any capsule, open your custom category and drag each item from the VAB into the drop zone. Open up your career save and by enabling advanced mode you should find all the parts that are not showing up in Utility.
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Was messing with Contract Configurator as well due to the names being changed. I'll just keep the NoFun option always enabled as easter eggs shouldn't make me force hard resets all evening looking for the cause of log spam.
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Trying to track down a rumor about the "Pi Day" Easter egg a mod supposedly added - Was it Sigma Binary? If so, can it be an option? Because I noticed log spam had maxed my ram and over the course of FOUR HOURS wherein mods were removed, added back in, updated, down-dated, and forum threads read, finally found a mention in Kerbol Origins. Thank you.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Morashtak replied to Paul Kingtiger's topic in KSP1 Mod Releases
re: EVA-X config (as well as all other parts having this entry) equipSlot = jetpack equipMode = part equipSlot = <null> equipSkill = <null> That last line..... what is <null> skill? And if it is there to be used once a Kerbal has attained said skill, what are the requirements to attain it? Or can we just remove this altogether as I have done and can now equip the pack (and other parts) in both sandbox and career? thanks -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Morashtak replied to Paul Kingtiger's topic in KSP1 Mod Releases
The US CommunityTechTree.cfg file has a typo for the EVA-X; it shows the node as "advancedExploration" whereas it should be "advExploration". Just a minor thing that was driving me mad in my recent career save. thx EDIT Also, could the config of the part itself be double-checked for the proper closing bracket - Seems that there is one missing due to the life support entries. Found the problem - See post next page. And if it not too much trouble an hour of USI Life Support supplies would be nice to have should this be able to be added to all the other life support configs. EDIT: USI-LS ticks down a generic 1 hour so this would be redundant. thx again -
[WIN] KML - Persistence file editor
Morashtak replied to Mythos's topic in KSP1 Tools and Applications
After having my ships disappear from the VAB for a second time I went carefully thru the last craft saved and found parts had been duplicated, part ID and all. Looking at your tool there doesn't seem to be a quick way to be notified of, find, or remove duplicate parts. Am I just missing it or could this be added to the TODO list? thanks- 237 replies
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Antipodes, After many hours of trying to track the crash down to a specific mod or combination of mods the crash appears to happens when little ram is left for the system to access. Just when I thought I had a specific mod or combination of mods nailed down as the culprit a "only that mod" or "only those mods" build would not cause a crash. When the ram was within 2gigs of max the crash would happen. Could it be a problem with reloading the KSC scene with low ram remaining/available? ksp.log and crash files - https://www.dropbox.com/s/yw3zw9e9rnot8jn/Walkabout Crash.rar?dl=0 Did not include a debug.flg file as it was empty. Hope this helps.
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Noticed that the Community Tech Tree config file (CTT.cfg) was not working for the two parts listed in it so roughed one up. Wanted to check to see if these would be the intended nodes and/or the Nom-O-Matics should all move up one node.
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1) Yes, for the most part. Have not run into any problems up to now but I have yet to orbit, de-orbit, land, etc on all the bodies. Expecting incompatibilities, hoping there are none. 2) Depends on your definition of "low end". Generally if you only use stock parts or add very few as well as keep the number of debris to a minimum one could expect a noticeable hit in fps. How much is acceptable is up to the player. 3) Check out Texture Replacer - dropping the textures into the relevant folders should do the trick.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Morashtak replied to Thomas P.'s topic in KSP1 Mod Releases
The new DLLs are working as intended - Checked Gigantors both on the launch pad and in Kerbin orbit; both recharging. Reloaded another save that was showing the basic panels not working with the old dll's but are now working with the new DLL's. Have OPM and KerbalOrigin loaded so will test planets tonight. If there are no updates to this post then all is well (as far as has been found on this machine). Thanks for the quick work. -
Did you install the fix? You may need to get the Remote Tech XF version with the fix included.
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Just to be clear up front - Yes I have all the latest updates with all the fixes so everything is working as intended except the Pioneer Antenna from FASA. After reading through the RemoteTech website, the FASA thread, and a web search I can see no reason for the Pioneer Probe Antenna to have no range restriction. And looking at the config file in the RemoteTech folder there is a Pioneer Probe core entry but no Pioneer antenna entry allowing that antenna to have a range of infinity. For a quick fix I just copied the Agena entry and changed the file name and description name - Working as a short range omni antenna now (or should this be a dish?). Really looking for antenna gurus to could look at the numbers and suggest a better config setup that would make it unique.
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Just to be clear up front - Yes I have all the latest updates with all the fixes so everything is working as intended except the Pioneer Antenna from FASA. After reading through the RemoteTech website, the FASA thread, and a web search I can see no reason for the Pioneer Probe Antenna to have no range restriction. And looking at the config file in the RemoteTech folder there is a Pioneer Probe core entry but no Pioneer antenna entry allowing that antenna to have a range of infinity. For a quick fix I just copied the Agena entry and changed the file name and description name - Working as a short range omni antenna now (or should this be a dish?). Really looking for antenna gurus to could look at the numbers and suggest a better config setup that would make it unique. (doh! thought I was submitting this in the RemoteTech forum - Please ignore unless you have some numbers to suggest)
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The trick is to use FAFR2. First start by using the "3D Settings" drop down menu and turn on "Show SLI Visual Indicator". Then fire up KSP and confirm that the indicator shows no hint of SLI usage (it shouldn't with typical settings). Then in your NVIDIA Control panel go to "Manage 3D Settings", select KSP as the program to customize and try the following changes to force SLI; Feature....................................Settings Multi-display/mixed-GPU acceleration.......Multi display performance mode (choose this even if you only have one monitor) SLI rendering mode.........................Force alternate frame rendering 2 Threaded optimization......................On Fire up KSP and check that the SLI indicator is showing some SLI usage (it won't show much at all, sometimes virtually none which confirms it is advisable to upgrade your CPU vs your GPU for better performance). Turn off the SLI indicator and stop/start KSP to stop showing the indicator in game. BTW, the FPS increase is just about negligible on my rig tho' your mileage may vary. Hope this helps.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Morashtak replied to nightingale's topic in KSP1 Mod Releases
Was constructing a lander above Minmus (using KIS/KAS) when this popped up while trying to quit to main menu; Exception occured while saving ScenarioModule 'ContractVesselTracker': System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.ContractVesselTracker+<>c__DisplayClass6.<OnSave>b__3 (.Vessel v) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].GetIndex (Int32 startIndex, Int32 count, System.Predicate`1 match) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[Vessel].Find (System.Predicate`1 match) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractVesselTracker.OnSave (.ConfigNode node) [0x00000] in <filename unknown>:0 Is there a save file for the contracts themselves I could delete and have CC redo the file?- 5,201 replies
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A red light next to the hatch would nice little touch for when a live Kerbal is "in the chair". Due to a bad click Bob shoved Bill into a locker and disappeared him (said something about "stealing his snacks"). A clear, visual clue to remind us to either freeze or transfer before unfreezing up or transferring in another. Otherwise a hearty well done. Will come in very handy for the trip to Plock. btw, didn't see it so might have missed it - Any chance that this will be the "Large" size and we'll see a standard (four to six) as well as two- or three- person freezer?
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Pretty much this^^ So far I generally enjoy this mod. A couple of the ideas you mention, chlue, would seem to be something the team and community would have to commit to. Science items: Yes, these items could not be counted against the take-off budget but could be a end-of-mission cost/reward based on the science points collected. If the user can collect more points than the item costs then a profit is generated. Science points could be converted to cash using the logic that the science would be licensed to outside developers. Parts/Items: Parts currently fall into the no/no-go category. If the challenge/mission doesn't specifically call for it and the user has not unlocked that part but has a suitable substitute they are not able to complete the mission. Ex. Docking ports - one mission call for a Clamp-o-tron Jr. even tho' the standard Clamp-o-tron is unlocked first. Either one waits until the part is unlocked or one goes into the file and changes the part list requirement. Another problem arises when a mod changes a name of a part to differentiate it from the stock part. Possible solution: As with classifying plants and animals the community could classify, for example, a Clamp-o-tron Jr as Utility/Docking Port/Clamp-o-tron/COT Small/Clamp-o-Tron Jr. This way a mission could call for any docking port, or any Clamp-o-tron (which rules out anything not in the sub-classification or lower), or any Clamp-o-tron in the small category, or just the COT Jr. This would make a bit more work for the parts designers but would add a lot more flexibility to mission and challenge designers. Probably an idea to toss into the General forums for discussion/cussing once I get it all mapped out but that's the skeleton of it.