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Everything posted by Beetlecat
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Beetlecat replied to severedsolo's topic in KSP1 Mod Releases
If I'm officially allowed to comment -- there's zero reason to linger with MB, since I can't think of anything it still does that Bureaucracy doesn't? -
There are certainly mods -- it's a bit of a rabbit hole, but check out Raster Prop Monitor -enabled cockpit mods like: and this one, that covers nearly all stock pods: Some of the *best* ones have an elaborate system of interior lights, panel lights, and other accessories that make flying IVA ridiculously fun. You just need to make sure all the prerequisites mods are installed (it's going to be a handful), but it really makes KSP a different game.
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It's really disappointing. And annoying as heck for long flights. At least audio muffler can made it tolerable by switching to IVA.
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While MAS is (hopefully) the shape of things to come, there are not (to my knowledge) any MAS-only IVAs that match the full RPM+ASET experience across the board. I think some even may have a blend of MAS+RPM? Additionally, RPM has now been adopted, and has had some version bumps and bugfix releases. RPM+ASET cockpits are so much fun to fly in IVA, and they do drag the frame rates down, but it's nearly always a compromise I happily make.
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Niiiiice.
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ooo! That worked like a charm. I was only seeing one of the bars, so I knew I was on the right track. Cheers! So that's the "Kerbal Hacks + Indicator Lights + Kerbalism (or any mod that changes EVA_Propellant to MonoPropellant)" patch.
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In this case, Kerbalism is doing it already, and the eyepiece prop+indicator lights is looking for the wrong (now missing) resource. I'm trying this out to see if it'll take. There is more than one entry for that module in that part (one to manage each of the "bars" of fuel status) -- will this syntax replace @resourceName in all of them, or do I need to call them out individually? @PART[ARHoloVisorSingleF,ARHoloVisorSingle]:NEEDS[KerbalHacks/KISProps,Kerbalism,IndicatorLights]:FOR[KISProps] { @MODULE[ModuleResourceLevelIndicator],* { @resourceName = MonoPropellant } }
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HOW DID YOU GUESS? This is eerie. My guess is .... @V8jester
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If this is a Restock conflict, it's because Restock blocks/hides stock textures (to keep them from loading) in favor of its own, which would neutralize any stock textures that APP utilizes in its parts. We'd just need to whitelist those particular textures to bring them back for APP (and any other mod) to use.
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
Beetlecat replied to DemonEin's topic in KSP1 Mod Releases
Look for "Warbird Cockpits" by @theonegalen -- some good stuff in there for some APP cockpits. Stock Extended, too! -
Nice! And this gets around needing to modify/distribute the internal mod's cfg's themselves. I'll likely include an additional patch to switch the eyepiece's tracked resource from EVA_Propellant to MonoPropellant if Kerbalism is present. Yay, team!
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[1.12.x] Textures Unlimited Recolour Depot
Beetlecat replied to Manwith Noname's topic in KSP1 Mod Development
Just installed this today, and after some simple fiddling I just have to say how goofy and amazing and nearly-perfect this recoloring config set is. Endlessly entertaining to be able to free-color our stuff like this. Apart for some current dodginess with some restock conflicts on a few parts, this brings far more to the table than I was even expecting. It's stuff like this that makes me dive into KSP with such ridiculous abandon. Thanks @Manwith Noname! -
Okay -- one more poke at this, and I think I see what was confusing me. I am looking at Enceos' really cool kerbal visor prop that displays the active amount of EVA fuel left. It uses Indicator lights to draw little hashes on the visor to indicate how many "bars" of fuel are left. It's flippin' brilliant. I just needed to change the tracked resource to MonoPropellant. Anyhow... It seems that wearing the eyepiece is blocking the apparent refill of the pack on the way out of the craft. Monoprop is deducted from the craft, but the kerbal has 0% indicated. It behaves this way until removing the eyepiece prop. Then things return to normal. Is the indicator lights quantity check somehow interrupting the refill process on the way out of the capsule? Edit: ** tried this w/o Kerbalism and EVA Propellant refills normally. Here's a Log in case it can shed some light [Kerbalism, KIS, Kerbal Hacks (props pack), and Indicator Lights (plus all prereqs).]
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Okay-- that's my understanding too -- and it seems it didn't work in this instance. I'll check it again this evening and put a log, etc. here but the monoprop seems to be *taken* from the capsule/craft supply of it when coming back in from EVA, but the kerbal going back out on EVA has zero in the pack. I even added a huge RCS tank to supplement the mk1 cockpit (my test craft is an Aeries 3A) in case some sort of wastage was being modeled.
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Am I missing something obvious about refilling EVA Monoprop? I''m troubleshooting a KIS visor prop that has a dynamic display of fuel left, and I think I got it working, but can't refill the dude's eva pack to keep testing!
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It seems to be based on the KIS version change as noted here: https://github.com/ihsoft/KIS/wiki/Equippable-items-in-KIS-v1.15-and-higher#transitioning-from-the-pre-115-versions The body part name in the config for each little prop needs to be changed to the alias, instead. I just tested the holo eyepiece, and it works fine with the simple change from: equipBoneName = bn_upperJaw01 to: equipBoneName = aliasHead ...or the appropriate alias based on the link above. I'm also realizing that same part was giving me log spam because it's probably not talking properly to Kerbalism (which removes EVA fuel in favor of monoprop, i think). @Enceos -- do you have these in a github or anything? I'm probably going to "fix" all your props' .cfg files, then add a tiny Kerbalism patch if I can figure out the MM syntax.
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QuickSearch is a godsend for part lookup. At least in my CTT+UnKerballedStart tree it's in Flight Control (about Tier 4)
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A quick non-scientific yes to that question. Loaded up the game, hopped into VAB, hovertext labels work fine. Toggling to SPH and back (from within the editor) -- everything is fine. Leaving the VAB, and going right back in from Space Center view, tags are gone over parts, but hovertext over toolbar buttons indicating some mod names *DOES* work still. Mod-click doesn't work on parts. A quick peek at alt-f12 console shows a TON of this: "input field is focused, disabling keys" maybe a red herring or click-through blocker-related? This is from a fairly mod-loaded game that I'm using as a giant sandbox, but if it's helpful, here's my over-large ksp.log (8MB): https://drive.google.com/open?id=1Gxz7Un6OCCsCGd0QbSOkeitzrrNGTDzv (Win, ksp 1.8.1, current toolbar, CTB, etc.) from starting the game, seeing the "error" mode, then exiting. Obviously, a better set of tests will involve fewer mods until we can see what's causing grief with Janitor's Closet. --- [Update] -- and now, of course, after a bit more tinkering, it's not doing this behavior anymore. The "input field is focused, disabling keys" still repeats (until clicking *anywhere* on the open editor screen), but the hover mod-names still appear no matter what, now. I'll come back if this shows up again. I Installed Feline Rovers, Hide Empty Tech Tree Nodes, and Commnet Constellation in the mean-time. So obviously this moving target setup isn't going to be troubleshootable.
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This finally rang a bell for me --- Upon starting a new game > going into the VAB, the hover text showing mod source per-part works fine. Going to another scene change (Research Center, etc.) and back to the VAB, the hover text no longer functions. I wonder if this is JC just dropping itself? Time for some deliberate tests!
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Just realizing I didn't give a follow-up to this: The button came back *immediately* after updating to the r3 beta last night. I wasn't following this thread closely, and my pre-updated flight tracker obviously caused Beurauc. to stutter on load somehow. The budget calculations were wacky for a short bit, but after some scene transitions, everything was back to normal. I'm purposefully running a heavily-modded game to if/where wacky interactions happen, but overall it's pretty solid. -- There's a weird instance of an auto-failing part test contract that I've tried twice (it fails upon entering the VAB, even though everything else seems fine). I'll see if I can get it to trigger again, in case there's something to do with Bureaucracy's contract interception going on.
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Sorry for that "false alarm" about the toolbar icon --- I wasn't keeping track of my dev / testing game environment, and updating Flight Tracker should have set off an alarm bell that it wasn't yet a "good idea"(tm). By -- not intercepted -- do you mean that the fractional science would just get dumped right into the available pool, and not placed into the "Budget Queue" ? Like, if I harvested 0.9 worth of an experiment, it wouldn't get processed, just passed through? There are many science-gathering things that can result in partial/decimal returns. Kerbalism specifically rearranges science to be values of 1.6, 2.3, etc. and they can be gathered piecemeal. Less-than-one clearly shaves off a proportion of actual science, but I'm not sure what a good decimal place would be. Maybe still capture 0.1 as a valid science unit? 0.01? This would still avoid the above "virtually zero" problem. I'm enjoying putting Bureaucracy/myself through through the early-game phases, and have yet to start working with Kerbals to see how that aspect of the mod plays out. Time to start flying some planes and crashing some rockets. Thanks again for rebuilding this!
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[1.8.x] DE_IVAExtension - For All the Stock Pod IVAs!
Beetlecat replied to DemonEin's topic in KSP1 Mod Releases
Aha! -- okay. I've just not encountered this specific aspect *yet* -- simply putting a cockpit on the runway and using reaction wheels, etc. was showing the flow gauges and totals were operating fine, but I haven't done anything with fuel cells, solar, etc. yet. Kerbalism is doing all its own tracking, so that prop is fairly cosmetic, but I wonder if a tiny change to *not* dump ModuleDeployableSolarPanels, or at least re-enable it to drive RPM & IVA props bits could be done on Kerbalism's part... Has this been brought up over there yet? I can paraphrase this and link to your repo issue in case that gives some ideas. BTW @DemonEin -- this IVAs are great!