asdfCYBER
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Everything posted by asdfCYBER
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Absolutely true, I'll look at it in a month or two when I have some more spare time.
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the latter sounds a lot like Astroneer then Unfortunately I do not have extensive C# knowledge or really any time at all, which is why I made a request for this
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Hello modders, I'd like to make a request for different types of science, because the current system is far too simple to my liking. What I would like is that science which is gained in a certain way can only be used to unlock items related to that category. For example, experiments that are run on the ground would give you ground-science that could be used to unlock wheels, landing gear and structural components; experiments in the air would give aerodynamics-science for wings, mk1/2/3 things and air-breathing engines, etc (and combinations of the above of course). Another option is that different biomes give different kinds of science, or that crafts with different components multiply science gained in different categories, or really anything that makes exploration a necessity and makes science more interesting. Disclaimer: this idea is largely inspired by Factorio with their different science packs that are used for different technologies, but without the whole logistics and with more physics. Edit: the way Astroneer handles science is also quite interesting, where you have to find artifacts, pick them up, and put them in a research chamber that needs power. I don't really see this working in ksp however.
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FAR disables itself when it is not on a version it has been compiled for, this version is for KSP 1.5.x only. If you can live without the bugfixes you can use my patch for 1.4.x, otherwise you'll have to wait for this version to be backported.
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I have the 1.4.3 and 1.4.5 unofficial release, but that is without the bugfixes this version has. A backport is easy to make as long as no major KSP updates break stuff though.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asdfCYBER replied to ferram4's topic in KSP1 Mod Releases
Ferram Aerospace Research v0.15.9.4 "ferram4.2" Alright, I'll admit it, I'm just incrementing the build number and ferram number by one - Compatibility for Kerbal Space Program 1.5.x (hopefully, at least 1.5.1 works) Download FAR v0.15.9.4 and its source code are available here: https://github.com/asdfCYBER/Ferram-Aerospace-Research/releases/tag/v0.15.9.4_ferram4.2 You can get the icons and shaders (which I am not allowed to redistribute) from the last official release (v0.15.9.1 "Liepmann") or directly from https://github.com/ferram4/Ferram-Aerospace-Research/tree/master/GameData/FerramAerospaceResearch - simply download the 'shaders' and the 'textures' folders and overwrite the ones in your installation. If you already had a previous version of FAR installed with version number >0.15.9.1, all you have to do is overwrite FerramAerospaceResearch/Plugins with the newer version, and possibly MFI and MM if you don't have the newest versions yet. If you are still on 1.4.5 or lower and don't want to leave, here is the previous release. Disclaimer This is a fan-made update to Ferram Aerospace Research v0.15.9.1 "Liepmann" made by @ferram4, as is allowed by the GPL v3 license it is distributed under. This update is also licensed under GPL v3. Icons and textures that did not fall under this license have been removed or replaced by placeholders. I'm not taking over anything, just recompiling from time to time because I need FAR in my game (and so do you). Can't get it to work? Please don't bother ferram, but post your problem, with logs, in this thread. All glory to @ss8913 for the solution and to @4x4cheesecake for the recompiling guide! And yes, I copy pasted the previous post and changed some numbers - don't have enough time to make a fancy newspaper item edit: to @Cholerix and @JebIsDeadBaby, please make sure to always post (a link to) the source code and the license whenever you are releasing dll files on the forum. I'm sure everyone appreciates your effort but it's kind of illegal to ignore those rules- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asdfCYBER replied to ferram4's topic in KSP1 Mod Releases
4x4cheesecake make an excellent guide a while ago, but if no-one is able to get it on github I'll give it a try in 9 hours.- 14,073 replies
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Recompiling took less than a hour and I had a complete step-by-step guide by 4x4cheesecake next to me the whole time
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I'd like to point out that I did nothing that would justify a donation to me, please send that to those who have invested actual time in making mods (also, you forgot Nertea :P)
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asdfCYBER replied to ferram4's topic in KSP1 Mod Releases
I'm currently very busy with my study, but I'd like to remind you that all I've done is recompile the dll's (not even the shaders) and did not take over anything Maybe, when I have some more spare time and am able to calculate complex aerodynamic systems, I'll be able to reverse engineer ferram's code and improve upon it - but that'll probably take a few years.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asdfCYBER replied to ferram4's topic in KSP1 Mod Releases
I'm sorry to hear that. I've not had this issue with a lot of mods installed. I would certainly like to fix it, however my knowledge of ferram4's code is pretty limited and I'm not even sure that's the problem. Stupid questions, but: are you sure you are running 1.4.5? Does it work if you uninstall all other mods you might have? Does a complete reinstall help? Do you have the shaders file installed? Unfortunately all I can do is recompile it for newer versions, and for the majority of users here it seems to work. If nothing you can do fixes the problem, I would suggest waiting for the official release from ferram4.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asdfCYBER replied to ferram4's topic in KSP1 Mod Releases
Ferram Aerospace Research v0.15.9.3 "ferram4.1" Yes, very original update name, I know. Let's just say that my imagination for creating names doesn't get much better than "Hypersonic Plane II". - Compatibility for Kerbal Space Program 1.4.5 - For some reason the icons that did not work in v0.15.9.2 do work now for me Download FAR v0.15.9.3 and its source code is available here: https://github.com/asdfCYBER/Ferram-Aerospace-Research/releases/tag/v0.15.9.3_ferram4.1 You can get the icons and shaders (which I am not allowed to redistribute) from the last official release (v0.15.9.1 "Liepmann") or directly from https://github.com/ferram4/Ferram-Aerospace-Research/tree/master/GameData/FerramAerospaceResearch - simply download the 'shaders' and the 'textures' folders and overwrite the ones in your installation. If you already had a previous version of FAR installed on KSP 1.4.3, all you have to do is overwrite FerramAerospaceResearch/Plugins with the newer version, and possibly MFI and MM if you don't have the newest versions yet. Disclaimer This is a fan-made update to Ferram Aerospace Research v0.15.9.1 "Liepmann" made by @ferram4, as is allowed by the GPL v3 license it is distributed under. This update is also licensed under GPL v3. Icons and textures that did not fall under this license have been removed or replaced by placeholders. Again, thanks a lot to @ss8913 for the solution and to @4x4cheesecake for the recompiling guide! Please come back ferram, we miss you :'(- 14,073 replies
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
asdfCYBER replied to Nertea's topic in KSP1 Mod Releases
@Nertea can you please summarize what issues there currently are with this mod in 1.4.x? The only thing I found was https://github.com/ChrisAdderley/MkIVSystem/issues/36. I'd love to help - these parts are perfect for transporting my rovers. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
asdfCYBER replied to ferram4's topic in KSP1 Mod Releases
Following the solution found by @ss8913 and the guide written by @4x4cheesecake (for which I am very thankful), I have recompiled FAR for 1.4.x. However, because the shaders and icons do not fall under the GPL v3 license, you will have to download an old version from the official download page and drop /FerramAerospaceResearch/Shaders/farshaders.ksp into the empty Shaders folder you have downloaded and installed. You may also want to copy FerramAerospaceResearch/Textures, but these icons seem to be broken (possibly by me ), so you should be fine with just leaving the placeholders. Ferram Aerospace Research v0.15.9.2 "ferram4" - Compatibility for Kerbal Space Program 1.4.3 - Updated ModularFlightIntegrator to 1.2.5 - Updated ModuleManager to 3.0.7 Download https://github.com/asdfCYBER/Ferram-Aerospace-Research/releases/tag/v0.15.9.2_ferram4 you can get the shaders from the previous release or directly from https://github.com/ferram4/Ferram-Aerospace-Research/tree/master/GameData/FerramAerospaceResearch/Shaders If you already had a previous version of FAR installed on KSP 1.4.3, all you have to do is overwrite FerramAerospaceResearch/Plugins with the newer version, and maybe MFI and MM if you don't have those versions yet. Disclaimer This is a fan-made update to Ferram Aerospace Research v0.15.9.1 "Liepmann" made by @ferram4, as is allowed by the GPL v3 license it is distributed under. This update is also licensed under GPL v3. Icons and textures that did not fall under this license have been removed or replaced by placeholders. ferram4 is busy making sure that he hasn't missed any issues, and will most likely release the official build for KSP 1.4.3 very soon. Please check this thread regularly for any official updates, I'm sure you don't want to stick with my sketchy patch longer than necessary.- 14,073 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
asdfCYBER replied to RoverDude's topic in KSP1 Mod Releases
I just tried the stock craft in my modded install and it worked, then I switched to the modded craft and it worked. Then I reloaded the game and the modded craft, and components are inside each other or disconnected from the rest. I don't know what is happening here. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
asdfCYBER replied to RoverDude's topic in KSP1 Mod Releases
You will need a few thousand anyway if you want to launch it from Kerbin to LKO, but you can always build it in orbit with Extraplanetary Launchpads if you want. And if you're feeling cheaty, you can use the debug menu. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
asdfCYBER replied to RoverDude's topic in KSP1 Mod Releases
So, I tried to make an interstellar explorer, but when I try to activate it (I have enough of every resource and turned the exoticmatter generator off) the bubble appears, seems frozen in space, and then explodes after a few seconds. Looking at ksp.log, this is spammed every millisecond after I activated it: [EXC <time>] NullReferenceException UnityEngine.Transform.get_position () Vessel.Update () ksp.log craft file (uses B9 large omni lights, NearFuture, StationPartsExpansionRedux, WarpDrive, maybe HeatControl) I triple checked the versions I am running since I had some version soup yesterday: KSP 1.3.1, WarpDrive 0.8.0 for 1.3.1, USITools 0.10.2 for 1.3.1. EDIT: just went through the pain of making a clean 1.4.3 install with the appropiate mod versions, same story. EDIT 2: removed all mods except WarpDrive and USITools, the warpdrive now works. Are there any mods that are known to conflict with WarpDrive? This is my modded 1.4.3 install (green = contains plugin): ClickThroughBlocker Toolbar USITools ToolbarControl All Y'All B9 (normal parts only, not HX) B9 Procedural Wings B9AnimationModules B9PartSwitch BetterBurnTime BoulderCo (stock EVE configs) CommunityCategoryKit CommunityResourcePack CTTP (Community Terrain Texture Pack) ContractConfigurator CryoEngines CryoTanks DeployableEngines DynamicBatteryStorage EnvironmentalVisualEnhancements ESLDBeacons ExtraplanetaryLaunchpads Firespitter (core) FMRS HeatControl JSI (full RPM mod) KAS KerbalEngineer KerbalFoundries KerbalHacks (ProceduralParts textures) KerbalInventorySystemNoFun KIS Kopernicus KronalVesselViewer KSPWheel MainSailor (ProceduralParts textures) ModularFlightIntegrator NearFuture (everything) ProceduralParts RecoveryController SCANsat scatterer ShipManifest SmokeScreen StationKeeping StationPartsExpansionRedux StationScience TheWorldBeyond (Inner Dawn and Ascension /w visuals only) TriggerTech (KAC) UmbraSpaceIndustries (Akita, ART, Karbonite, KarbonitePlus, Konstruction, Kontainers, ReactorPack, WarpDrive) and of course ModuleManager @RoverDude I also found a bug by accident where the bubble guide can float on the water (at laythe, kerbin not tested): This may also be why FAR doesn't work well with this. The guide does not collide with land though. It also makes good speedboatshovers EDIT 3: now that I think of it, when the craft was floating on water it did not want to be tilted, and it was also stable on its side. Might be a box-shaped collider. -
Konstruction is now 0.3.1, it loads without problem but doesn't work yet. I'll try to get every USI mod I have to the right version, I think this might be it! Thanks anyway! (and @tonimark, try this)
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USI tools is 0.12 (for KSP 1.4.1 apparently), Konstruction is 0.1.2 (for KSP 1.2), and the other USI mods that work fine are ART (0.13 for 1.4.1), Karbonite (same), and WarpDrive (0.10 for 1.4.1) I'm going to try to update Konstruction and see what happens.
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tonimark didn't word it very wisely, but I'm having the same problem. On load, the game crashes when trying to load the config file for the klaw (other docking ports seem to work fine). No related exceptions, errors or warnings can be found in ksp.log or output_log.txt, it just quits after "PartLoader: Compiling Part 'Squad/Parts/Utility/GrapplingDevice/part/GrapplingDevice'". Other mods seem to be unrelated. KSP version is 1.3.1 and Konstruction version is 0.1.2 I think, if I have to go from the changelog.
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Here's what I found: - Oblivion, Eon and Wall barely make any RAM difference - Traverse uses ~1GB - Inner Dawn probably uses slightly more than 1GB (not tested) It's not in the list, but does/will this mod support Karbonite and Planetshine? EDIT: found some karbonite.cfg files
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KSP: 1.3.1 Windows 64bit Problem: TypeLoadException: Could not load type 'UnityEngine.ImageConversion' from assembly 'scatterer'. Mods installed: The NearFuture mods Scatterer 0.0331b or scatterer 0.0324 (tested both) EnvironmentalVisualEnhancements 1.2.2-1 Kopernicus Community Terrain Texture Pack The World Beyond Various USI mods (Karbonite, WarpDrive, ART, Konstruktion, maybe one or two more) FAR (was still busy adding mods) Reproduction steps: Make a clean install of KSP 1.3.1, add mods listed above, try to load game, crash game. The log says: "TypeLoadException: Could not load type 'UnityEngine.ImageConversion' from assembly 'scatterer'" on various occasions. Having looked it up, it seems to be an unity-related problem but I do not know how to fix it. Log: https://pizo.stackstorage.com/s/eF6iolXy5sJPglI EDIT: just re-reinstalled and added scatterer, the game doesn't crash but ksp.log is full of the typeloadexceptions EDIT 2: I copied the scatterer folder from my 1.2.2 install and it worked, but I don't think I'm supposed to use that version for 1.3.1 EDIT 3: I made CKAN install scatterer for me and it worked. Weird.
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How much RAM do I need for each of the system packs? EDIT: Using this, FAR, scatterer+EVE and their dependencies, I used ~5GB on loading and ~2.5GB after spending some time in the tracking station. Speaking of which: the following bodies appear black or really dark: Summit, Yggdrasil, Kaze, Adeon, Matterhorn, Mirai and Lyria. Not sure if this is a texture problem, a lightning problem or an EVE/Scatterer problem, but it might be worth checking. And is this mod compatible with PlanetShine?
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Basically, I followed this tutorial: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Making_an_asset_from_start_to_finish Some screenshots if I can get the imgur tags to work: @SpannerMonkey(smce) I noticed that your textures show up in the parttools script, but they don't for me. Might be an older version thing, not sure.