nablabla
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nablabla replied to stupid_chris's topic in KSP1 Mod Releases
hi guys. I am playing realchute on rss and realism overhault (realistic progressin 0) and I encountered a couple of issueres with the ui. It seems to me that the mass of chutes is not computed correctly especially when using symmetry. the "apply to all parts with symmetry" (which I think should be Default) does not work, you have to click on every one and press aplly (and some Settings are not copied like material) then I have the bug that sometimes when I click on it in then action Group menu I select the part as if i am in build mode. Also the mass (as displayed by the avionics warning and kerbal engineer) supposes that something is going wrong there Why is it in the Action Groups in the first place? Other mods prefere a "Show UI" button. Because I was very unaware of that Feature at all until someone told me to go to the action menu. Can you put some kind of hint in either the richt-click menu or the info window? thank you. If I can do something for you I would be very happy ---- Edit: okay I checked very carefully that I apply the Settings on each cute chute. But later I found out that the mass of one of the chutes is messed up again rendering the probe uncontrollable. -
The texture repair has to functions: 1) Removes all Content files (textures and models). And puts it into the ...res.prune.prnl file. this is optional and if it leads to Problems, do not use it. And of cause it only makes sense in combination with (2). 2) (Re-)add/unprune all used content files. To determine which textures and models are used, it scans all (non-pruned) .cfg files and also all referenced model files (because there can be references to textures as well) and puts it into the ...res.unprune.prnl. If you apply it you should not have any black textures any more. By info I meant Information about the parts in files, like title/mass/cost/folder/path/the file which it is editing or deleting to get modders a very quick overview.
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so any suggestions? I want to add some kind of info window (instead of the actual right-click window) and focus more on providing info besides of all the pruning stuff. And did it work for your install?
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hi, another question. After playing like 20 launches the games gets: totally slow and laggy, takes more and more time to Switch Scenes and has graphical Memory leak of about 200mb per Scene Switch (according to graphical Memory Monitor) I tried terminating all debris, but it does not help. I know this can have so many reasons. But I guess you Play the game as well and have some ideas. other than rp0,ro,rss and dependencies, I have some more mods: kerbal engineer, transfear window planer, alternate resource Panel, rcs build aid, quickscroll, kOS, navball Docking indicator and I guess some more
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[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
nablabla replied to DMagic's topic in KSP1 Mod Releases
so I guess that was not it. I Think that Problem Comes from somewhere else. thanks and best regards -
[1.8.x] CapCom - Mission Control On The Go [v2.11] [11-1-2019]
nablabla replied to DMagic's topic in KSP1 Mod Releases
HI, is it possible that cap com causes my Problem? I suspect that since is the first time I use it and the first time I have this Problem. In my save game contracts get accepted automatically, and that is extremely annoying :'( -
Hi guys, I must say your work is getting better and better. I am just about playing it again! thank you so much. question: I am in year 9, and suddenly I had +3Mio funds, I checked my contract and there was the crewed lunar flyby in there. ok maybe i clickted on it by accident, I can pull that off yo. but then after launchin my next rocked there suddenly also is the crewed lunar landing. wtf? Are those contracts automatically added? Also there are some crewed plane missions I never accepted. I dont Play with planes, i actually deleted them to save Memory. but why are These added automatically? I dont like that particularly. And finally, why is the Duration for the lunar lander less than 2 years? 10 Years of preparation is what Comes into my mind. best regards ▼
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How to create the rp0 list: 1) install ksp with rp0 and all mods you like 2) launch ksp (unpruned) at least once (so there is a module manager cache file) 3) launch partfinder.exe - specify location of ksp (not game data) - specify a prune list (any (empty) text file) say "default.prnl" - press Create list>Create nonRP0 4) [optional] go to the folder of your prune list file, there are three new files "default.rp0_nocost.prnl", "default.non_rp0.prnl" and "default.non_ro.prnl" rename them (or they will be overwritten by partfinder if you do it again later) 5) Apply: Open apply window and add these lists (on the left) and Press "Aplly all" (or "Prune") To create the non-rp0/...etc prune lists again you need to unprune (everything) and start from (2) --------------------------------------------------------------------------- To repair the textures/resources: (which is caused by some prune lists from the autopruner, because if you prune all folders with tanks, there might be some textures used by other parts from other mods) 1) launch partfinder.exe - specify location of ksp (not game data) - specify a prune list (any (empty) text file) say "default.prnl" - press Create list>Create resource repair 2) [optional] go to the folder of your prune list file, there are three new files "default.res.prune.prnl", and "default.res.unprune.prnl" rename them (or they will be overwritten by partfinder if you do it again later) 3) Apply: Open apply window and unprune default.res.unprune.prnl (add it to the right) [optional] prune custom.res.prune.prnl (to the left) Press "Apply all" Important: Leave all prune files you want to have pruned checked or the effects will be undone. The workflow is: unpruen everything, prune files on the left, unprune file on the right
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[WIP] PartFinder v0.2 WHO: This tool is for modders, or those who want to have control over their modded installs parts. (Windows) WHY: I wanted to have a tool, wich can scan the GameData folder and lists all parts from any mod, by name and in-game title so I can find them easily. And then I wanted a mechanism to create prune files automated. WHAT: - Lists all parts and of the GameData Folder with Name and path (right-click and click on "Path: ..." to open the file) - Easy creation of prune files - Applicaiton of prune files or lists of prune files - Automatic creation of prune files (remove non-RP0/ repair texture/model resources -> no black parts) HOW: File > Select Install > select the Folder of KSP (not GameData) File > Select Prune List > select/create any (empty) text file Press Update Select files you want to remove then double-click or press ">Prune>". The app will create a prune list (the files are not touched yet). The program can only remove the whole files, so be careful with it! If you want to apply the changes: Apply>Open Apply Window. In this window you have the following Options "Add" (left)/(right): Add a list. All files in that list will be pruned/unpruned (renamed to cfg.pruned/.cfg). Add the same file here and add files for the AutoPruner (AutoPruner) "Remove" (left)/(right) remove files again Check the files Press "Aplly All". It will first prune all files from any list on the left, then unprune any file from any list on the right. ALSO: Right-click on a part to get more Information. And click on the "Path: .." entry to open the respective .cfg-file OPTIONS: You can use these search parts using the search bar (use Return or press "search") with the following Options: no mods: if checkedit will not show part/.cfg-files created with @PART (recommended: checked) parts only: it will only present you content of files where a PART tag was found (recommended: checked) no copies, it will not Show parts created with +PART (recommended: unchecked) no deleted: it will not Show parts wich are deleted using the !PART thing DOWNLOAD/LINK: https://github.com/nablabla/PartFinder/releases Screenshots: http://i.imgur.com/pMa1tav.png http://i.imgur.com/URLxsw9.png http://i.imgur.com/iorl5vL.png TODO: list all parts which are in the same file more testing do some Performance measurements provide Information about parts and the inheritance of parts in a nice window splitt .cfg files to make it possible to only prune a part, not touching the others (?) Please be nice to me, I do this the first time. I am very open for any suggestions/contributions
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hi, I have a quistion. I understand that !PART deletes the part e.x. !PART[Polaris_Solar_A]:NEEDS[RealismOverhaul] but what does it mean, if a Body follows, e.x.: !PART[Polaris_Solar_A]:NEEDS[RealismOverhaul] { %RSSROConfig = True %rescaleFactor = 1.85 %scale = 0.5405 %mass = 0.087 // Level 2 @ 0.0008t/m^2 + 0.005t/m^2 %title = Fuji Solar Panels %description = Large craft requires large panels. !MODULE[TweakScale] { } @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 0.3165 // Level 2 @ 0.211kW/m^2 } } does it make sense? or was the author just lazy and only changed a @ to a ! sign (or left the specs for any reason) ? best regards
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Hi, I thought if there is no part in a cfg file referencing the model/texture then they are not loaded as well as the part itself I use this .cfg to get rid of the non-rp0/nocost @PART[*]:HAS[#RP0conf[true],#TechRequired[ORPHANS]]:FINAL { !RP0conf = DEL } @PART[*]:HAS[#RP0conf[false],#TechRequired[ORPHANS]]:FINAL { !RP0conf = DEL } ////////////////////////////////////// // Hide parts !PART[*]:HAS[~RP0conf[],#RSSROConfig[true]]:FINAL { } !PART[*]:HAS[~RP0conf[],#RSSROConfig[True]]:FINAL { } !PART[*]:HAS[~RP0conf[],~RSSROConfig[]]:FINAL { } !PART[*]:HAS[~RP0conf[],#RSSROConfig[false]]:FINAL { } !PART[*]:HAS[~RP0conf[],#RSSROConfig[False]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[true]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[True]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[false]]:FINAL { } !PART[*]:HAS[#RP0conf[false],#RSSROConfig[False]]:FINAL { } !PART[*]:HAS[#RP0conf[false],~RSSROConfig[]]:FINAL { } !PART[*]:HAS[#RP0conf[true],~RSSROConfig[]]:FINAL { } What brings me here is the following: I am working on a tool to create prune lists more comfortably. It scans the whole gameDatafolder and parses the parts/Name/tiles of what it can find in any .cfg/.cfg.pruned file then it shows a list of all parts with their Name, any title used in any part-mod with the same Name and file path where the cfg file is located. also it Shows a list with all parts that are pruned. then you can doubleclick on the parts to move them to pruned or move them back. While doing so it create a prune list which Location you can also specify. and it has a search filter I did this because i want to: 1.) start a sandbox game 2.) uncheck any parts i dont want to use to "apply the changes" you must use the pruner and the prune file (maybe i will add that functionality later) if anyone has any suggestions how i shall proceed? or any improvements, it is still quite not-so-good-overview, because there are so many parts and parts are reused and copied with +PART, I am not shure if I am doing that right I think I will make it possible of specify subfolders of gamedata (now it assumes ksp-root) best regards and here is the tool: (only win64): http://www.megafileupload.com/j2nO/PartFinder.exe (I hope this file uploader works) feel free to try it out, it does not destroy any of your files (as Long as you do not specify an existing prune list file)
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Hi, I have kind of an idea for a particle shader. On my system 8000 particles are slowing everything down. So I use 1000. I wonder why this is, my computer is kind of decent. Is it the creation/destruction rate of particles? For me it seems that the exhaust looks rather slow. When compared to real footage where the exhaust is like a fast stream, while in ksp the exhaust looks more like cotton candy floating out of the nozzles. So my thought process is, maybe if you increase the speed of the particles the rate in which they are created and destroyed must also be higher. So how can I prevent that? Two ideas: Using one particle for more 'iterations', so if it dies it reappears again. But this might look strange if the vessel moves and turns. So my other idea is to change the particle shaders in a way that it looks faster without the particles actually flying faster: When sampling the texture color you could add an offset to the u-coordinate (or v-coordinate, along the velocity vector) relative to time. So a position in a particle which floats in y direction (which is also u in the texture) whould cycle through the texture multiple times such that the exhaust 'inside' the particles seems to flow faster than the particle. What do you think?
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hi, since the last CKAN update my game does not load. It hangs when loading the "\GameData\ProceduralParts\Parts\ZOtherMods\RFSRB\proceduralSRBRealFuels I have procedurals parts installed as a requirement for RP-0 When I rename the file RFSRB.cfg it loads but then there are no SRB sin the game and the engines have no staging / everything weierd. In the git repository, it does not seem that the RFSRB.cfg has changed in any way for 2 month. Any suggestions? Best regards, keep the good work up!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nablabla replied to rbray89's topic in KSP1 Mod Releases
hey guys, I have some kinds of requests/questions 1.) can you make the sun white? (and yellow when in athmosphere) It is obvious, but I wonder why there is no mod which does that. Stars shine white, everybody knows, I feel strange when in space and the sun is yellow. 2.) I love the clouds! Citylights are nice as well, but I find it strange when those cities dissappear when I land on them, so I want to disable the city lights. Is there a more elegant way other than just deleting the cityLights.dll? Or is it feasible in the first place? 3.) With the clouds its hard too see the markers in map mode, Is there a way to change the color of Ship/Sattelite/Flag/Rover/(Debris)/... etc symbols. Also when playing withug RemoteTech its hard to find the KCS, I would love to have a colored marker (other than putting flags there) Best regards and happy holidays -
attaching a procedural fairing attatching to a procedural tank or srb is buggy when loading. If something like an engine is in between everything is ok. but often I want to do the former. Some month ago the game crashed when clicking on procedural SRBs now they are kind of usable but I think they are still work in progress. 1.) I found that if you add multiple procedural SRBs with different burn times, they somehow 'share a tank'. So it is not possible to add two similar sets of boosters with different burn times, they burn off equally. 2.) And also sometimes the nozzles have a weired offset, I do not know yet, when that happens. this is the test craft file https://www.dropbox.com/s/vejrylps4h7fnih/test.craft?dl=0
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I have another question. Is there a difference in ablator 'performance'? When using the heat shield part the ablator is used up only a little, but 11,5km/s re entry is no problem. When using the ablator of mk1 pod it looks quite different. it gets far to hot in 75km height and explodes. So is the ablator of the heat sheld part absorbing heat better or is it the heat shield buffering the heat from the pod?
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i think the command delay was there for realism I know that it makes it impossible to land a vessel, I think it is supposed to be near impossible with 1950 technology, this kOS scriptable autopilot sounds good. And for executing manouvers you can use the flight computer.
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http://i.imgur.com/1A0sdi2.png so maybe this is the problem it says not enough electric charge but it has electric charge. I think that is the reason for the "no connection to send command on"
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bevooo! U just saved my life (because my life currently consists of playing KSP ) anyways, I think there should be a notice in game that the nominal range is not the real range. And indeed I have a question. 1.) If there is a (lime) green line, is it considered to be connected? So if the lime green line is there there should not be any "no connection" message, right? But it keeps saying that 2.) And is it on purpuse that the steering commands arrive instantly without the delay? 3.) is there a comfortable way to distinguish the stations? i tried to modify the cfg like this STATION { [...] MarkColor = 0.996078,0.5,0.15,1 Antennas { ANTENNA { Omni = 7.5E+07 } } } to make the weaker ones orange but they are still red remark: The caluculations on the page: It says that sqrt(500,000,000km * 200km) resolves to 10000200km which is incorrect (its ~316227km) And another thing: With 1x agena-d i should have 100x 6000km = 600,000km range ot the 500Gm deep space stations and for the weak stations: min(75Mm, 6Mm) + sqrt(75,000km * 6,000km) = 6000km + sqrt(450,000,000km) = 6000km + 21,213km = 27,213km with 2x agena-d its min(75Mm, 12Mm) + sqrt(75,000km * 12,000km) = 12,000km + sqrt(900,000,000km) = 12,000km + 30,000km = 42km with 3x agena-d its min(75Mm, 18Mm) + sqrt(75,000km * 18,000km) = 18,000km + sqrt(1,350,000,000,000km) = 12,000km + 36,742km = 48,742km I am currently at 280,000km, so connecting to a weak tracking station should not even work with 3 antennaes but one is enogth for the deep space statons. But my vessel connects by using two antennas but not when using one antenna.. that is odd? I am quite shure now that it is very buggy oh and in the settings file its 1 * 10^12 not 0.5 * 10^12 How about a signal strengh indicator?