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Eadrom

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Everything posted by Eadrom

  1. I apologize for the long silence here. I started a new job a couple months ago and have been very busy during the week. I work in IT now and haven't been engaging in much mentally engaging activities on the weekend so as to give my brain a bit of a rest. I also honestly never expected many people to be interested in my little addon here. Coming back I see this thread has over 11k views! o.O I will take a look at my addon this week. I downloaded 23.5 this weekend past and I'll need to grab a few mods like KSPI and TACLS to make a test copy of KSP for KESA. I will try to have an update out this weekend, but no promises. Good news is that once I've updated KESA to integrate with the new way KSPI handles its resource system, future updates should be easier and faster for me to push out. Sorry for the wait folks!
  2. I have a mid KSPI-tech design that can propel a research vessel with a return module that has 75k dV. I'm confidant I could squeeze a couple dozen kilometers of delta-v out of the design by replacing the crew and science sections with a telescope and AGI core and a bit more fuel. You mentioned that base science of the new telescope is 0.5/day and that once you get out to gravitational lens range you get a lot more science. Will we have to wait to find out how much science we'd get out there or will you tell us before next version of KSPI comes out?
  3. Requesting a bit of clarification on this. In the previous version of RO, and a config of RftS I downloaded on Jan 8th, all I did was drop the config in my RO folder and everything appears to have been working. For the newest version of RO with the RftS engines, do I now need an additional .dll to make this work and have the RftS engines? Also, I see engine igniter has become a mandatory mod. Is this for purposes of realism or is this hardcoded into RSS/RO, like will things break if I don't have the engine igniter plugin? Same for the real chutes mod. I was playing successfully (for the most par) in the previous version just a few days ago. I don't mind grabbing these mods, but I try not to overdue it with mods too much with my pc being an older rig. Thanks NathanKell and all the others that helped with this latest release!
  4. Squad having a program to apply for a pre-release versions of KSP would help. Being able to fix up your mod and get it signed for a new version of KSP before it becomes available to the masses combined with what Blizzy78 said about only needing to audit new code could potentially alleviate a ton of work. That way a signed release of your mod is available the day of release for a new version of KSP without having to do all the work the day of the release.
  5. Trying to find a concise "this is how you start making a plugin" set of instructions was a little difficult. Best one so far that I've found is Cybutek's youtube series. It's from May 2013, but hopefully it's still accurate enough to get me started. As I understand it, as long as I'm not messing around with models or textures, I don't need Unity or PartTools. If I just want to do stuff in game or use parts supplied (with permission) by other people, I should have the need for Unity/PartTools, correct? So then I would just need a c# IDE such as MS Visual Studio Express. Are these statements correct? Do I have a basic understand on what is needed?
  6. I'm honestly surprised that the a) the modding community has been operating pretty much on the honor system for so long and that a big malware issue hasn't happened yet. It's a good reflection on the character and quality of the individuals making all these awesome plugins. That being said, I'm surprised that the lack of plugin security has gone on so long. All the other games I've played that have allowed mods, the mods are pretty much texture replacement/config edits/scripting specific to the game's engine. Basically just stuff that tweaks the stuff the game is already doing. KSP has plugins that actually have their own code that executes. Big difference. I am ENTIRELY in favor of having something like an audit group digitally signing plugins. I am willing to wait a few days to a week for an update for a mod if I can get a guarantee that the code in the .dll isn't going to seriously mess my computer up or endanger my personal information. As an aside, I hope that Squad continues to develop their mod support such that plugin devs can get their hands on a pre-release of some kind so they can have their plugin updated, tested, signed, and available for download right after a new version of KSP comes out. I heard that a lot of mod devs got that this time around in .23 and I personally loved having soooo many big mods updated to 0.23 within a few hours of 0.23 coming out. Back to the issue described in the OP, this is one of the reasons I'm less likely to try out a plugin by newcomers to the scene. Now if it's something by Majiir or NathanKell or Sabian or Ferram or any of the other big names in the modding dev community, they've proven themselves as responsible and trustworthy devs in my eyes. However, if a new plugin comes out and it looks interesting and I can see that it's signed, I'm going to be a lot less sketched out when downloading and firing it up. This leads to me trying out new mods that I might have never tried out before. What Majiir is proposing would give me a less of an "man, idk, this guy only has like 12 forum posts, I think I'll pass" feeling. That person could have been playing KSP for months and months and decided to write a plugin and just registered on the forum to release it. I'm not saying everyone is judged by forum post count, but a lot of people do judge that way. It's one of a very few metrics available. I can only see something like what Majiir outlined in his OP as good for KSP, the users, and mod devs. As soon as someone writes a plugin that does something bad, it's probably going to spread like Internet wildfire among gaming communities. People will write web comics about the incident. There'd be a lot of negative attention. Malware devs might see the one incident and think that maybe they want to try their hand at it too. There's all kinds of stuff that could happen at that point. It's just a bad scenario and one that I feel is not an if, but when. :-/ What I don't want to see happen is the audit group nitpicking someone's code. I'm sure there are more efficient ways to do stuff, but as long as it doesn't do something bad, let it pass. It's a different case if the code is purposely written to obscure its true purpose, so I don't think some general guidelines are unreasonable. Code has to be at least understandable to be audited. I can't contribute to such a system as what Majiir is pointing out, but I sure as heck would use it. I'll support signed mods over unsigned ones.
  7. I have updated the KethaneConverter.cfg file. You can get it here: https://dl.dropboxusercontent.com/u/9504368/KSP/KethaneConverter.zip Just delete/archive the old config and replace it with mine. The config is located just under the RealFuels folder in your GameData folder. Couple things to note. The small converter has the stock resources and the 4 RF resources that can reasonably be expected to be obtained from CH4. The large converter has 'em all. However, because 21 conversion options make for a loooong right-click pop-up menu, Alcohol, Amines, and NitricAcid have been commented out of the config. Those of you playing with a resolution higher than 1440x900 can uncomment the modules for those 3 fuels if so desired. If the large converter's menu is still too large for you, you can simply comment out or delete conversion modules for fuels you never use. Also note that conversion #'s haven't really been balanced. I kept the original values for the large converter. The new values for the small converter and the large converter generally use a default mass ratio of 90% and a heat production of 700. Heat production in this case is internal to the Kethane mod and will not actually increase your actual part's heat. However, if you do run into the problem of converters overheating and exploding from DRE, you can always slap a RF thermal fin on it. It works, kinda, to reduce the temp of the part. In my testing it was not needed, but it's an option should you find yourself with hot converters. Will take suggestions on conversion ratios and electrical charge consumption, etc. Taniwha suggested using NH2CH2OH with Xenon gas trapped inside it as a quasi-realistic formula for Kethane. It's an actual compound and it comes from space! Read more about it here: http://iopscience.iop.org/0004-637X/707/2/1524
  8. Whackjob, You and Yarg were chatting something like a couple weeks ago about using a command line argument to run KSP in dx10 mode using "-force-d3d10" to enjoy a nice performance increase. I cannot for the life of me get this to work. I have a GeForce GT 630. My shortcut's target is: "C:\Users\User\Desktop\Master KSP\KSP-23\Kerbal Space Program\KSP.exe" -force-d3d10 (my account name replaced with User) I am able to get KSP to run in dx11 mode, but was told (and saw) some graphical bugs. So I know my command line argument passing is working, I'm just not getting the specific one I want, dx10 mode, to work. Any ideas Whackjob? EDIT: dxdiag says I have dx11 installed.
  9. Blizzy78, I too was annoyed by the extra blank button that opened a browser page for this plugin when clicked when an update was available. I follow the threads of the mods I use and will update when and as I need and want to. If there had been an easy way in game to disable the blank update button, I would have been ok with it. Or have it appear once on the initial menu screen then not appear when actually playing a save. I would end up loading KSP, seeing Toolbar needed to be updated, quit KSP, update Toolbar, then reload KSP just so I couldn't accidentally hit the blank update button and have my browser open when trying to play KSP. Updating was not required by any means by the plugin, but I felt like it would annoy me to the point where I had to update to remove the annoyance. I usually look forward to mod updates and have fun downloading and installing new versions. With Toolbar it's been an annoyance and a source of small frustration when loading up KSP to see Toolbar had an update available. It's a neat feature, and I'm sure it's helped people keep their Toolbar plugin updated more or faster than they might normally update, but it's just not a feature for me. I greatly appreciate the newly added option via config to turn update button off. Thank you. I will end my post by thanking you again for making a very nifty plugin. I like having all my mod buttons all nice and tidy and neat and movable all at once. For someone without a lot of spare UI space, Toolbar is a nice addition. I'm glad more and more mods are taking advantage of it. Keep up the good work!
  10. You win all of my Internets! Favorite RTS of all time. Ever.
  11. Just started playing around with this last night and this morning (thank you again NathanKell for helping me get it set up). I read somewhere that since RSS is modeled after our solar system, then real life dV maps should be a good guide for building missions in RSS. I found what looks like a pretty good real world dV map. Took me several tries to get to the mun, thinking "surely I have enough dV this time..." and ending up needing more dV. lol I've been lobbing up 10-16 ton station modules relatively easily, but it took me a couple hours to get a tiny 0.16 ton probe to the Mun. xD Anyways, hopefully this find helps fellow RSS'ers better plan their missions! If anyone has a better or more accurate dV map, I'd love to see it! 20.41 km/s of dV to get to low Pluto orbit from surface of Earth. Has anyone flown any Pluto missions? These numbers look generally accurate?
  12. I was leaning towards the scoop as well. In regards to breathable oxygen, I run into the issue that the scoop collects oxidizer and not beathable oxygen, so I suppose that makes a stronger case for a phase shift function. As a side note, I'm also looking at the small TACLS hexcans and the two small radiators for hooking into the KAS storage system. KAS won't be made a dependency, but if you have it installed you'll have a few extra options. You can store extra life support supplies and radiators in canisters. That way you can augment radiator capability or strap on some extra life support supplies as needed. I will need to wait for Fractal_UK to change the way the refinery module code works in order to use internal supplies of CO2. In the meantime, I'm working on an efficient conversion for KSPI CO2. TACLS CO2 is "CarbonDioxide". KSPI's CO2 appears to be "PlanetCarbonDioxide" where planet is like Kerbin or Eve or Duna. So CO2 on Kerbin is "KerbinCarbonDioxide". I'm not sure if it's done this way so that each planet can have a different abundance of CO2, but I think it is. I'm also not sure if the refinery is actually consuming a universal CO2 resource type or if it's just testing to see if CO2 is available in the atmosphere via the guiName field value.I'll see if Fractal can implement the needed changes in the refinery code to make my changes work when the next version of KSPI comes out. There's also the issue of how/where to store CO2. I was also thinking that if TACLS has tweakables implemented for its life support containers, you could use the oxygen containers, tweakable all the oxygen out. Then either tweakable CO2 in the tank (might be unbalancing to do so since you can recycle CO2, giving oxygen tanks something like 190% storage capacity) or rig up something on launch clamps with a scoop. Another option is that since only the refinery part can perform the sabatier process, I could add a small amount of CO2 capacity there. I could also try to clone a part that just stores CO2. I was thinking maybe one of the two stock radial monopropellant tanks. I hope to have a version with the KAS and CO2 changes (minus the refinery using internal CO2 feature) available sometime this weekend.
  13. I take it that in order for new solar panels, RCS thrusters, etc that are attached need the vessel to be reloaded in order to work?
  14. Fractal, are you taking the resource system out of KSPI and bundling this mod with KSPI? I think my resource integration addon would be something that would be good to run with this, trying to think how to best go about it.
  15. Check out these graphs for the optimal altitudes for collecting antimatter around the various bodies. http://imgur.com/a/g313g#0
  16. Let me just say that I love this mod. I have an older computer and this mod just helps soooo much. I've been using v1.1 with great success. I have a question about the implementation of the next version of this mod. In v1.1, you pretty much just drop in your folder w/ .dll and enjoy less RAM usage. I've been keeping up to date on this thread and it looks like in v2+, there will need to have configs edited for non-default mod textures to be compressed. I understand that there's some new functionality being built in with the new config file options. My question is, will the final stable version of v2 allow for the same "it just works" usage that v1.1 currently has in addition to more advanced options via config, or will every person need to edit their config file to include the mods they are using?
  17. Any old part models that could be retasked? I'm almost tempted to copy a fusion reactor or one of the inline thermal microwave receivers and seeing if copying the non-graphical part info from the refinery would work. EDIT: I should clarify that I mentioned those two parts simply because they are pretty much just solid cylinders and not because I think you should use those part models for an inline refinery.
  18. Reloaded with fresh installs of KER, FAR, TACLS, MM, and Toolbar 1.4. Original output_log.txt: https://dl.dropboxusercontent.com/u/9504368/KSP/output_log.txt Log after fresh installs of aforementioned mods: https://dl.dropboxusercontent.com/u/9504368/KSP/output_log%20-%20fresh.txt Time to start swapping out mods! EDIT: I did a stock loadup with just FAR, MM 1.5.6, and Toolbar 1.4 and am getting these same errors. Here is a log for that set up. https://dl.dropboxusercontent.com/u/9504368/KSP/output_log%20-%20stock.txt EDIT 2: -.- I think I'm an idiot. I didn't check inside the Toolbar-1.4 folder. There's a duplicate GameData folder and THAT has the actual Toolbar 1.4 in it. Just tested. Stock set up with just FAR, MM 1.5.6, and a CORRECTLY installed Toolbar 1.4 loads up FAR correctly. EDIT 3: Yup, I'm an idiot. Incorrectly installed Toolbar 1.4 caused me my issue. Complete mod list is loaded and FAR is active. Wings have lift. Parts have lift/drag info when right clicked during flight. I apologize for wasting your time Ferram.
  19. I've not had issues with KER or Kethane that I've noticed. Redownloading the suggested mods for fresh installs. Hopefully that fixes it. Note that I'm using a fresh install of KSP and testing using a new save each time. I run my different mod setups of KSP in a folder I keep on my desktop. I'll check the permissions thing and check that for issues. Windows 7 and KSP has lived in my user folder the entire time I've played. Thank you for the ideas, checking things now. EDIT: Wanted to add a complete mod list on the copy of .23 that's having issues. Active Memory Reduction Mod Deadly Reentry * Kerbal Engineer Ferram Aerospace Research Kerbal Attachment System Kerbal Joint Reinforcement KESA Resource Integration Kethane KSP Interstellar KSP Stock Expansion * KW Rocketry * Procedural Fairings * Remote Tech 2 (signal delay disabled) RLA_Stockalike * ScanSat TAC Life Support I also have Module Manager 1.5.6 and Toolbar 1.4 and whatever version of Treeloader that comes bundled with KSP Interstellar.
  20. I got a mic from this decade when I went on holiday to see my folks for Christmas. I'm resetting this series up for KSP 0.23 and changing up the mod list a bit. Will be updating the OP to reflect changes to the series due to new mods and changes from 0.23. For example, the science changes in 0.23 reduce the need to limit transmitting data. A feature coming in KSP Interstellar is requiring radiation shielding. There are also large water tanks added in KSPI 8.0, so those might also be an option for me to use as "radiation shielding" for crewed missions outside of Kerbin's SOI. Regardless, the vast majority of this series will still focus on using probes for exploration. New videos to commence soon!
  21. I removed the old toolbar folder to my desktop, copied in a fresh copy of toolbar 1.4, and deleted the toolbar-settings.dat in my game data folder. Booted up KSP, no FAR button, no FAR flight system, no drag/lift data, etc. I private messaged you a link to download the requested log. Thank you for taking a look at this. EDIT: A little more testing shows that I'm not getting lift from wings and such when using toolbar 1.4.
  22. I'm having an issue getting FAR to load properly. KSP is loading up, but I'm not getting the FAR flight system button to show up, I'm not getting drag info during flight when right clicking parts, I'm not getting options in the action group manager on aerodynamic parts. I narrowed this down to using the updated version of the toolbar plugin packaged with TACLS 8.0. When using the updated toolbar mod, FAR doesn't work but the toolbar button works and I can move it around as needed. When I use the older version of the toolbar mod, both TACLS and FAR show up on the button and FAR does work. However, the toolbar bugs out on me pretty hard. When I don't have FAR loaded, TACLS 8.0 and toolbar 1.4 work together just fine. I think my issue might be that FAR needs one version of Toolbar to work but when I use that older version, TACLS 8.0 trying to hook into the older version of Toolbar is causing my issue. If I want to remove this problem, I have to choose between using FAR or TACLS. Is there something I can update in a config file to update FAR to be compatible with the updated toolbar?
  23. I've made effective use of early KSPI tech. 3.75m fission reactor with one of the big orange tanks from KW Rocketry hauled 16 science labs out to Moho for epic science. My ship was essentially thermal nozzle, 3.75m fission reactor running on uranium (didn't have thorium in KSPI at the time), a few radiators strapped to the bottom of a 3.75m fuel tank, 2.5m fission reactor and generator, battery, and a command pod with a docking port. Strapped to the side of the fuel tank were the 16 labs. I got this behemoth to Moho before I had unlocked the better reactors and the better radiators. I've found that with the first tech level fission reactors, if you want to use them for space propulsion systems, you either need to build BIG or very, very small and light. You can't simply replace your LV-N cluster with a 2.5m fission reactor with thermal nozzle and expect to get similar results. Engineering a vessel using early fission tech requires a different approach. Very minimalistic. Keep in mind that the first tech level fission reactors are still extremely useful for power generation and for atmospheric designs. Little 62.5cm fission reactor is usually enough to power a super satellite with 5 or 6 large kethane scanners going full tilt at 100x time warp on both day and night sides of the orbit. You can also design planes that are more stable than fuel consuming designs because a plane powered by a thermal turbo-jet never shifts center of mass from consuming fuel (uses atmosphere heated in reactor as propellant). Just like any part, there are great and useful applications for the early KSPI tech. You might have to think outside of your usual methods to get there.
  24. That is correct. Did you have them in one folder? And were you able to determine if improper Interstellar installation was the issue or is Interstellar having an issue with hyper edit? I confirmed last night that Scott Manley is indeed using Infernal Robotics in his interstellar quest series. That points to me either improper installation of one of those three mods you are using or some kind of incompatibility between KSPI and Hyperedit. You could also check the last few pages of the hyperedit thread and see if anyone else is having your same issue. Let us know if this helps or if you are still having issues.
  25. I've not had this happen before and I use a slew of mods (in my sig). I would recommend trying to run KSP with Interstellar and Hyperedit. See if that gives same issue. Run KSP with Infernal Robotics. See if that gives the same issue. My money is on Hyperedit. I believe Scott Manley's current series, Interstellar Quest, includes Infernal Robotics in its mod list. I have no clue why you would be having this issue. You could also try a fresh install of KSP and all three mods. Remember that in your game data folder, Interstellar needs three separate folders and the Module Manager .dll. ../Kerbal Space Program/GameData/WarpPlugin/ ../Kerbal Space Program/GameData/TreeLoader/ ../Kerbal Space Program/GameData/HexCans/ ../Kerbal Space Program/GameData/ModuleManager_1_5.dll Do not put the three folders that come in the KSPI download in one folder in GameData. They need to be installed like I have listed above.
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