Movado
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KSP2 Release Notes
Everything posted by Movado
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The ALCOR capsule seems to be working for me quite happily in 1.2 with pretty much all of the IVA functional (e.g., displays, buttons, swivel chair, etc.). The one issue is that much of the text is showing up with visible color tags (e.g., [#FF0000]). According to the RasterPropMonitor Github page... Anyone know if there's an easy way to fix this? I can go into the various cfg files and change the labelText manually but perhaps there's a better way.
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I was getting unexpected lag, so I opened the Console window and saw an unending stream of red "MissingFieldException: Field '.MapView.MapIsEnabled' not found" entries. I download the recompiled dll and replaced the scatterer.dll in the scatterer folder with this new one, but when I restarted the game and went back to the ship, the same error kept showing up repeatedly in the Console window. --------------------- Edit: I should have done a bit more due diligence. After removing and reinstalling the mods one by one, I was able to narrow this down to Kerbal Alarm Clock. Sorry
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This version is working for me in Windows 7 (64 bit). I'm using version 1.v0 25.1.28297b of RasterPropMonitor (with KSP 1.1.0.1230 x64). I'm able to bring up my ship on an RPM screen and can cycle through parts, activate them, and change VesselViewer display modes. So far I haven't found anything that doesn't work.
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Isn't that the truth! Back when I started using the ALCOR pod, it truly felt like I had upgraded from KSP 0.24 to KSP 2.0. It was the first mod that completely changed my game play and immersion. Some day when I can afford an Oculus (Vive or whatever) and a machine powerful enough to run it, I'm going to spend a few weeks travelling around the Kerbol Plus system with the headset on in a ship with an ALCOR-equipped lander and an ESR to rove around the landscapes. I shall bask in the glorious immersion. Thanks again Alexustas for the work you've put and are putting into this spectacular mod.
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It seems the issue with the blank grey areas has been resolved. I just went to CKAN and saw that RasterPropMonitor had an update. I installed them through CKAN and then ran KSP. The RPM screens showed up this time and everything seems to be working fine.
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I'm also getting blank grey areas where the RPM screens should be. I'm running KSP 1.1.0.1230 x64 and RPM version 0.25.0.36940 installed via CKAN . I tried uninstalling and reinstalling RPM but the same grey spaces were there in IVA.
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I can't wait for the 1.1 version of Alexustas' mods. They're pretty much the reason I play KSP now. My best times in KSP have been aboard his ALCOR pod and ESR (rover). I did find though that the low fps from within the ALCOR pod on some of the more complicated ships was getting into the single digits pre 1.1. I drool at the prospect of playing 1.1 with updated ALCOR and ESR mods.
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
Movado replied to RoverDude's topic in KSP1 Mod Releases
I'm trying this out on the 1.1 pre-release and I'm not getting any bubbles, sound or moving propellers even though I am getting thrust. Is this a known issue for the pre-release version? -
Absolutely. Here's my ship going to EVE with just the info from RPM monitors. I've only included the screenshots from the RPM screens. That's all I was focused on during the mission.
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
Yep, you're right. The confusion stemmed from the fact that when I first used ESR back when JSIUtilities wasn't working correctly and showing both suspension arms at once (as well as no ability to switch wheel nodes on and off), I got into the habit of using the visual reference of attaching the wheel with both suspensions arms (as seen in this picture). When that was fixed and only one suspension arm was visible, I just attached it at the angle that looked best. The other way seemed too close to bottoming out the rover. I had watched your video in the first post the first time I used ESR but since it wasn't working for me as it did in the video (i.e., two suspension arms and no wheel nodes in the menu), I didn't revisit it when the problem had been fixed. The most important aspect of attaching the wheel, as pointed out earlier, is the tiny red arrow pointing up. To remind people like me, there probably should be a big note at the beginning "The wheels can only be attached at a specific angle. Be sure that the little red arrows on the wheels point upwards during assembly otherwise your wheels might 'sink' into the ground and get stuck on launch." If the wheels could be fixed so that it wouldn't matter what angle the suspension arm is at, that would make the process simpler and more native. I understand though that this fix might not be possible. If one knows that they can only be attached at the angle at which the little red arrows points up, then the process is straightforward. -
Gods no. Alexustas' models are masterpieces, and you want him to make them more like the bland models with washed out textures and details of stock? I think you're missing the whole point of what Alexustas is out to achieve. His stuff is a light year ahead of the stock models in terms of the details, functionality and look. ALCOR, ESR and Konquest are a breath of fresh air, especially for those of us who have played KSP for the last few years and have grown tired of the stock parts. Combined with KW Rocketry, you can make truly beautiful ships with ALCOR. I'm hoping that for KSP 2.0, Alexustas gets paid a whole lot of money by Squad (or whomever) to remake all the models in his style. If Alexustas could make a 1-Kerbal or 2-Kerbal pod to replace the stock pod, it would be wonderful.
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Is there a way to get TAC Fuel Balancer to work on RasterPropMonitor screens?
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[1.1] AFBW v1.7-beta (Joystick & controller mod)
Movado replied to nlight's topic in KSP1 Mod Releases
I have exactly the same setup and joystick as you and it works great with my rovers. My solution was a little unconventional, however. I assigned the Wheel Throttle to the throttle axis, bound the reverse motor option on the rover wheels to an action group and then assigned the action group to one of the buttons on the throttle. Now when I move the throttle forward, the rover moves forward, and when I click the button, the rover goes into reverse. This setup feels very natural (a bit like having a reverse gear) and makes it easy to have fine throttle control (no on/off acceleration) while still being able to move backwards and forwards with ease. -
Can you provide a bit more detail as to what you tried to do and couldn't? I've been able to add struts from my ship to an asteroid without problems. I first load up my engineer Kerbal with a bunch of struts and the electric drill. I equip the drill by right clicking on it in the inventory and select Equip. I then EVA near to the first attachment point and drag a strut (left click) from the Kerbal's inventory to where I want to attach it. I then press X when it's at the right place and click to attach it. I then right click on the strut and select Link. I then EVA over to the second attachment point, drag a strut from inventory to where I want to attach it (making sure my link line is still green) and press X to attach it. I then right click on the second strut and select Link. Also, are you placing struts between different ships (i.e., not docked)? As far as I know, you can't strut between two separate ships/stations/objects. Maybe if you could post a screenshot of where you're experiencing the problem? Be sure to have your engineer Kerbal's inventory window open so we can see its contents.
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
Awesome Nukeboyt! That's it. I was getting getting confused because I misremembered how low the suspension should be. I was setting the angle too high and thereby confusing the wheel. Although it would be nice if the wheels could be fault tolerant in that respect, I understand that can be a pain to program and not very rewarding. I'm happy that there is a solution. I still get that weird initial wheel "popping" but that doesn't stop the rover or cause other ill effects. I've even managed to get it to work properly with the Aviation Lights mod to provide working brake lights, turn signals and reverse lights (http://imgur.com/a/pzvdt). Thanks Nukeboyt, other people including Alex have said what you said but you finally nailed it on the head. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
I don't know if it was meant to address the wheel sinkage issue, but (after installing the new 0.3 JSIPartUtilities) the ERS wheels are still sinking and getting stuck in the ground on launch. -
Having used KAS since pretty much when it came out in 2013, my opinion is that the increased complexity adds, not detracts, from the gameplay. Much as the new aero model doesn't let you get away with the monstrosities of the past, the new KAS+KIS combo doesn't allow you to get away with certain unrealistic behavior. It's great that the ability is restricted to Engineers. It makes them that much more important. Given that engineers can fly worth a damn, pilots shouldn't be able to assemble stuff worth a damn. Equipping tools is great and I look forward to KAS+KIS adding a welding tool to (in conjunction with something like the now discontinued UbioZur Welding mod) weld parts together to reduce part count. They could even have a repair tool (in conjunction with DangIt!) to fix failures. I love how each Kerbal has an inventory and that we can pretty much assemble everything. On my first experiment with KAS+KIS, I was able to put together this perfectly driveable mid-sized rover (http://imgur.com/VFLSuyF) with all parts contained in a single storage unit. It took a while to get used to pressing X when I wanted to attach something and G when I wanted to grab it, but now it feels quite natural. I like being able to drop something without being forced to attach it. Being able to accurately place objects is great, although it would be nice to have finer XYZ translation control. So, an enthusiastic thumbs up from me. Meaningful additional complexity is a good thing. - - - Updated - - - p.s., Anyone know where I can find a personalized I-beam the same length (or maybe just a little longer) than a 2x2 plate?
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I've been trying to load a IMC 250 container with all the parts needed to built a basic rover, but for some reason I can't drag command chairs to the container. While every object in the Pods group creates a small representation (when right-clicking) of that pod to be dragged into storage, the command chair just hides the cursor, making it impossible to drag it into the storage. Is this actually a KIS issue and not a KAS problem? This is my first time with KIS and the new KAS. - - - Updated - - - I should have checked... It's a known issue in KIS. (http://forum.kerbalspaceprogram.com/threads/113111-1-0-2-Kerbal-Inventory-System-%28KIS%29-1-1-4?p=1927933&viewfull=1#post1927933)
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After installing KAS (and KIS), I'm having problems with pausing the game during flight. It seems KAS is overriding the ESC key. Anyone have this issue or know how to correct it? How can I change the keybinding in KAS for the escape key? The problem goes away if I uninstall KAS. Other than that, it's fun getting back into KAS and getting to know KIS.
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My vote is more attention to Konquest and ESR. I love ESR and not being able to really use it in 1.02 is tough. Konquest looks amazing and I can't wait to try it out.
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[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
Here's another odd thing. If I create an ESR in the VAB as I did above, the steering works fine on the pad. However, if I rotate each wheel so that the suspension is at a 45-degree angle (as it should be) instead of the bottoming-out angle it normally has in the VAB, when I launch it the steering changes for normal to canter tilt. You can see that happening in this album: http://imgur.com/a/sUncZ. I would understand this behavior in the reverse, i.e., tilting under the bottoming-out angle and normal for the 45-degree angle. I would just assume that the direction of turn is related to the suspension arm and not the initial tilt of the wheel on launch. However, that's not the behavior I'm seeing here. - - - Updated - - - And one last thing before people get annoyed at all my posts... If I create an EST in the VAB in the vertical direction (i.e., cabin window facing the ceiling of the VAB), the wheels attach at a more reasonable angle without me having to do anything. However, when I take the whole rover, rotate it so that it's now level with the floor and then launch, the wheels sink into the ground again. There's some weird voodoo in these wheels. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
For the imgur albums, I just click on the Link icon in the menu bar above the message text (the icon with Earth and a little chain) and then type in my URL (e.g., http://imgur.com/a/0W0JP). I think the reason your pictures show up inline is because they end with the ".jpg" prefix. To post a single image, you want the non-jpg/png URL (i.e., the Image Link, not the Direct Link). For example "http://imgur.com/OCNJR2W" instead of "http://i.imgur.com/OCNJR2W.png". As for building in the SPH and VAB, the same thing happens to me. If I build an ESR in the SPH and then load and launch it from the VAB, it buries itself (plus sometimes I get a set of explosions in the near distance 5-10 seconds later). If however, I build an identical ESR in the VAB and launch that, the ESR does not sink. However, VAB-built ESRs act funny. Their suspension is much too low, as if the arm has been rotated 45 degrees, threatening to bottom out the ESR. The wheels will also "pop" upwards during the first few seconds of travel as if pulling out of a stuck position and don't want to go into reverse. Here are some images of what I'm talking about: http://imgur.com/a/peM4s -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
I'm not sure I understand what you mean by the 90 degrees angle. Perhaps a simpler demonstration will show the problem. I've created a shorter gallery showing the problem (http://imgur.com/a/0W0JP). I start with an ERS Cabin part, add an ERS crew module and a ERS Service Module on the end. I then click on the ERS Cabin part and click once on Wheel Nodes. I then select an ERS wheel and drag it on the node on the ERS Cabin without modifying the wheel, rotating it or selecting any option in its menu. Just straight drag and drop. When I launch this one-wheeled test vehicle, the wheel once again buries itself into the ground. I'm using the JSIPartsUtilities.dll downloaded from the link on the front page of this thread and the lastest Firespitter core. -
[1.7.3] Exploration Rover System by A.S.E.T. v0.3 (04.08.19)
Movado replied to alexustas's topic in KSP1 Mod Development
I might be. Here's an album of me creating pretty much the simplest driveable ESR. http://imgur.com/a/V7DIw Back in my South Pole Challenge ESR in 0.90 (https://imgur.com/a/HAfdB?gallery), I didn't have this issue; however, I did have the double overlapping wheel issue, which was less of a problem.