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Everything posted by planeguy868
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[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
planeguy868 replied to Poodmund's topic in KSP1 Mod Releases
When I try to fly near/land on OPM bodies, the textures and terrain meshes are extremely blurry and low-res. On the surface, there are no terrain scatters either. I've attached my KSP log file, but of note I was able to find these error messages in the log. I'm running with Ultra terrain scatters, and OPM + Astronomer's Visual Pack. [WRN 15:17:06.192] Cannot find preset 'High' for pqs 'Karen' [WRN 15:17:06.211] Cannot find preset 'High' for pqs 'Plock' [WRN 15:17:06.229] Cannot find preset 'High' for pqs 'Nissee' [WRN 15:17:06.247] Cannot find preset 'High' for pqs 'Thatmo' [WRN 15:17:06.266] Cannot find preset 'High' for pqs 'Tal' [WRN 15:17:06.284] Cannot find preset 'High' for pqs 'Wal' [WRN 15:17:06.302] Cannot find preset 'High' for pqs 'Priax' [WRN 15:17:06.320] Cannot find preset 'High' for pqs 'Polta' [WRN 15:17:06.341] Cannot find preset 'High' for pqs 'Tekto' [WRN 15:17:06.359] Cannot find preset 'High' for pqs 'Slate' [WRN 15:17:06.395] Cannot find preset 'High' for pqs 'Ovok' [WRN 15:17:06.413] Cannot find preset 'High' for pqs 'Hale' https://www.dropbox.com/s/18kbsollf61a28r/KSP.log?dl=0 KSP.log Dropbox link attached. -
I'm trying to make a patch for the BeamedPower mod that applies a WirelessReceiver module to every single solar panel, using a crude scale factor assuming that panel area is directly proportional to EC/s produced. .cfg attached, but I'm getting errors and thus far haven't been able to get this patch to work. Any tips for where I'm going wrong? @PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#resourceName[ElectricCharge]],!MODULE[ModuleCommand],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[BeamedPowerStandalone] { // Make all NFS panels beamed energy receivers, assuming 1 EC/s = 1m2 of receiving area %EC = #$@MODULE[ModuleDeployableSolarPanel]/chargeRate$ %Area = #$EC$ @Area *= 1 // Convert to diameter (since beamed power uses that as a measure... assume a circular receiver) %Diam = #$Area$ @Diam *= 0.318309886 @Diam != 0.5 @Diam *= 2 MODULE { name = WirelessReceiver recvType = Directional recvDiameter = #$../Diam$ recvEfficiency = 0.98 } } Log errors are: [LOG 17:27:52.929] Applying update zzz_MyCustomPatches/Solar/@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#resourceName[ElectricCharge]],!MODULE[ModuleCommand],!MODULE[ModuleEnginesFX],!MODULE[ModuleEngines]]:NEEDS[BeamedPowerStandalone] to Bluedog_DB/Parts/Hexagon/bluedog_Hexagon_SolarPanel.cfg/PART[bluedog_Hexagon_SolarPanel] [ERR 17:27:52.930] Error - Cannot parse variable search when replacing (%) key EC = #$@MODULE[ModuleDeployableSolarPanel]/chargeRate$ [WRN 17:27:52.930] Cannot find key EC in PART [ERR 17:27:52.930] Error - Cannot parse variable search when replacing (%) key Area = #$EC$ [WRN 17:27:52.930] Cannot find key Area in PART [ERR 17:27:52.930] Error - Cannot parse variable search when replacing (%) key Diam = #$Area$ [WRN 17:27:52.930] Cannot find key Diam in PART [ERR 17:27:52.930] Error - Cannot parse variable search when inserting new key recvDiameter = #$../Diam$ Edit: The line that seems to be causing trouble is the one that pulls the chargeRate from the solar panel module. Not sure why, though. Edit 2: Fixed it! For anyone else's future reference, I changed the chargeRate line to: %EC = #$/MODULE[ModuleDeployableSolarPanel]/chargeRate$
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I'm not seeing any Optional folders in any of the release .zip files. Moreso, I searched the entire Git repository and couldn't find the configs. Am I going crazy and looking in the wrong place?
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- scatterer
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I ain't seeing it in the release files. What's the exact path?
- 323 replies
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- scatterer
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This looks incredible! Absolutely loving using it so far. One question, though: I haven't been able to locate the TUFX profile mentioned in the changelogs - was it removed?
- 323 replies
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When I install SimpleLogistics and its dependencies, it does not appear in the stock toolbar. It's most likely an installation issue on my end, but I've been scratching my brain trying to figure out what's making the toolbar icon not appear.
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[1.4.X] Commonwealth Rockets - Tea Powered Spaceflight!
planeguy868 replied to CobaltWolf's topic in KSP1 Mod Development
@Drakenex I may be mistaken, but I'm pretty sure those fairing textures, I made years ago (I recognize the light gray rectangle above the color change, I added that to imitate Angara). I've lost my hard drive with my old files on it, any chance you could send the textures back to me? -
@CobaltWolf Following up on your earlier remark for which Saturn parts seem to be lacking the right rim lighting settings. Hopefully this simplifies things and means you don't have to dig through all your old parts to see what has that issue. S-IV 3.75m interstage S-IV 3.75m instrument ring/probe core S-IVB fuel tank (not the S-IVC extension) S-IVB engine mount The 3.75m SLA and SLA-derived payload fairing That's all I've been able to find so far. Hope this makes things a bit easier.
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Hi @CobaltWolf, been a long-time user of this mod (mainly for the ETS parts/Saturn Multibody). I recently updated to the newest version of BDB, and I'm getting a weird texture bug on a lot of the parts. I attached a screenshot that sorta shows what's going on. Some of the parts appear to be partially highlighted in-flight, almost like a specular map bug. When I'm in the hangar, that issue persists, until I mouse over the parts in question, and they go back to normal. Have you seen this before? Edit: I have been able to replicate this bug on a stock install, with just BDB and required mods installed. Also @Drakenex I've seen you mention a Github repository a couple of times on here, is that just the BDB Git, or is there another one with more dank textures?
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[WIP] Nert's Dev Thread - Current: various updates
planeguy868 replied to Nertea's topic in KSP1 Mod Development
When I time warp above 10x and I have full Antimatter tanks onboard, my electricity drains and the tanks blow up. Is there a way to avoid this? -
I knowwwwwww, but I actually don't do a "Stockalike" texture style, I'm basically stand-up guyizing Tantares parts as my own form of Procedural Parts... Why? The world may never know. I did make a practical monolithic Delta IV tank (and I used your Centaur tanks rescaled to make a DCSS), plus I still have my old Ariane 6 textures sooooooo.
- 22,647 replies
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- totm march 2020
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Well I'm back (finally), and wow, Tantares has changed a lot! Sorry my TMA textures aren't up to date with the new Soyuz models, but with 1.1 coming soon having some nice thermal blankets won't hurt, so I'll try to get on that! Haven't been doing much/any KSP or texture work these past few months, been way too busy with real life (and a job, hooray!), but I managed to get some decent looking Atlas and Delta tanks from the Soyuz LV parts in TantaresLV (because using procedural parts never quite occurred to me).
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- totm march 2020
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Do you have plans to make cut-down AJ10 and service module for the Apollo craft? As in the service module from Eyes Turned Skyward, like this.
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It's an easy enough fix to make! Once Beale releases the new Soyuz textures, I'll see what I can do to make it more low-profile on the hatch. If you're looking for a solid texture without the white stripes, you're in luck! I'm that weird guy who made a green and a black Soyuz-TMA a while ago, complete with fancy thermal fabric action!
- 22,647 replies
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- totm march 2020
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Six launches, the first expedition, and a cargo mission later, and Discovery is at initial operating capacity. With a crew of 6, and a fresh delivery of scientific equipment for attachment to the exterior hull, the station is ready to be the mainstay of LKO space operations for the foreseeable future. Discovery features 3 NDS ports for manned and unmanned missions to the station, an airlock capable of supporting 3 astronauts on EVA at one time, re-configurable science platforms, and the first inflatable habitat module used on a space station. Space Station Discovery, with an Orion docked to the zenith central node port, and a Cygnus Enhanced docked to the TransHab. Airlock/Cupola Module attached to the nadir port of the central node. Orion, made out of rescaled Tantares parts.
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My insane obsession with retexturing things has returned! This time, Orion!
- 22,647 replies
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- totm march 2020
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I tend to shy away from those additional scales, so with a 2.5m PTK-NP, a 1.875m URM-1 core makes sense. Angara is a pretty boring rocket, you're right, but it's pretty useful! You can actually fudge a lot of rockets using Tweakscale and Tantares parts. So far I have Atlas V, Delta II, III, and IV, Angara, Zenit, and maybe Ariane 6 soon enough.
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- totm march 2020
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Angara can be easily made of existing parts in a 1.875m form factor, and Briz-M is really damn complicated to make (and make work), as a result of the drop tanks.
- 22,647 replies
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- totm march 2020
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