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KSP2 Release Notes
Everything posted by Farix
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Did you install just the textures and config files? You will have to install EVE, Planetshine, Distant Object, and Texture Replacer manually because the ones that come with the KSPRC pack are very outdated and don't work.
- 3,403 replies
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- renaissance compilation
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I believe that line is from RemoteTech XF itself.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Farix replied to TaranisElsu's topic in KSP1 Mod Releases
Have you tried this with the HexCans? What TAC-LS does is use the same model for all three size containers, but scale the model up or down depending on which container you select. There could a bug in the model itself, which is why you should try the HexCans to confirm, or with KSP itself, at which case the HexCans would be affected as well. -
In my test build, I didn't notice a problem. But I have seen some streamers, especially Porter John, have issues with smokescreen. You can simply remove it and as it only adds a visual effect. Not sure why it and Real Plume are listed as required mods. They are purely visual enhancements.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Farix replied to TaranisElsu's topic in KSP1 Mod Releases
I think most people are switching over to USI Life Support do to it being simpler and better maintained. As much as I like TAC-LS, there is just too much up in the air to rely on it past 1.0.x. There may be a possibility where someone will fork the code, just like how Interstellar Fuel Switch forked from Firespitter when it didn't look like Firespitter was going to be updated for 1.0, but with USI-LS, it may not happen. -
Try a new instillation. Even at 2K textures at full-res, memory should be south of 2.6GB. Add only the required and recommended mods and see what your memory footprint is. Then add the other suggested mods from there.
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Which texture pack are you using, 2K, 4K, 8k? 4K is a good enough quality level and should keep the game down to 2.6MB of memory with OpenGL. If you are still running too high, switch to the 2K texture pack. If you are using Ven's run the pruner batch files to save a little more memory. (you will have to download Ven's manually to get the batch files).
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Astronomer's Visual pack V3 BETA is out and it looks great!
Farix replied to Majorjim!'s topic in KSP1 Mods Discussions
Is there an AVP Interstellar V3? I know that there is the original Interstellar and V2, with Edge of Oblivion and AVP V3 predating them. The Curse page has no listing for an Interstellar V3 and the link you provided is actually AVP V3, the oldest of the packs. And there has been no activity from Astronomer since shortly after the release of Interstellar V2. -
Proot, that looks awfully scary. I hope you will be providing 4K, 2K, and 1K versions for those of use who like to have an atmosphere along with mods.
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Farix replied to FreeThinker's topic in KSP1 Mod Releases
While working on a Community Tech Tree comparability script for TAC-LS, I came across an interesting situation that isn't address by either Interstellar Fuel Switch or Firespitter. I was originally going to place all of the life support parts into suitability node except for the waste containers, which were going to be put in the recycling node to sync it with Universal Storage. However, my declutter script bases everything off the first life support parts that are unlocked, thus allowing the player to switch to the waste container configuration without having to unlock the recycling node. Is it possible to limit certain options to specific tech nodes? Such as... MODULE { name = InterstellarTextureSwitch2 objectNames = MyContainer nextButtonText = Next Container prevButtonText = Previous Container textureRootFolder = ThunderAerospace/TacLifeSupportContainers/ textureNames = Texture;FoodTexture;WaterTexture;OxygenTexture;WasteTexture textureDisplayNames = Life Support;Food;Water;Oxygen;Waste useFuelSwitchModule = true fuelTankSetups = 0;1;2;3;4 showInfo = false techRequired = survivability;survivability;survivability;survivability;recycling } MODULE { name = InterstellarFuelSwitch resourceNames = Food,Water,Oxygen;Food;Water;Oxygen;Waste,WasteWater,CarbonDioxide resourceAmounts = 113.2,74.8,11466.9;240;240;53072.3;19.5,180.9,18800.1 initialResourceAmounts = 113.2,74.8,11466.9;240;240;53072.3;0,0,0 tankCost = 27.8;57.4;0.2;3;0 displayCurrentTankCost = true hasGUI = false showInfo = true techRequired = survivability;survivability;survivability;survivability;recycling } ...or something similar I can see this being useful for configuring tanks for fuels that aren't available early at the begining of the tech tree, but are unlocked later.- 1,187 replies
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- fuel switching
- mesh switching
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Farix replied to TaranisElsu's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/threads/40667?p=1519118 http://forum.kerbalspaceprogram.com/threads/40667?p=2001257 Pick whichever one you prefer. -
Why not just copy over the original textures?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Farix replied to TaranisElsu's topic in KSP1 Mod Releases
TAC Life Support Declutter Revised Somnambulist had previously released a declutter script) that reduces the number of parts from 30 to 2. However, it uses TweekScale, which I dislike and consider cheaty. After some time, I developed my own version that reduced it down to 6 parts. Requirements TAC Life Support ModuleManager Interstellar Fuel Switch or Firespitter (DLL only) Enhancements from Somnambulist's Declutter Waste containers now start empty Cost of containers adjust based on the type of container The amount of resources in each container match the original containers Known issues Just like Somnambulist's script, this script creates a new part that can be configured. The original TAC Life Support parts will continue to function on existing craft, but will no longer be available in the VAB or SPH. However, any craft built with the life support parts after the script is installed will break if you uninstall the script. Downloads KerbalStuff GitHub FAQ I like TweekScale. Can I still use this script? Yes. However, scales are limited to 50%, 100%, and 200% to match the standard sizes. The top of the scale become avalable when the Heavy Rocketry technology node is unlocked. Can I replace Somnambulist's script with this one? Not without breaking your existing ships. That is because I used different part names than he did. I have a retexture pack for TAC Life Support. Will this script support it? Unless the retexture pack copies over the original texture files, no. Because of the many different ways in which a retextures pack can be added, it is practically impossible to support them. Therefore, I will leave that up to the texture pack developer or the end user to figure out. I have a problem… I have no intentions of supporting this script beyond its initial release. That is because I created this primarily for my own personal use and simply want to share it with others who may find it useful. If you have a problem, you are pretty much on your own. But if you have a fix, please post it and I may incorporate itâ€â€if my interests haven't wondered to something else entirely. Credits and Acknowledgements Somnambulist – for the original declutter script TaranisElsu – create/developer of TAC Life Support Ialdabaoth, sarbian – developers of ModuleManager plugin Snjo, Roverdude – developers of Firespitter -
1) Determine what the specific mission of that satellite is. Is it just for local communications or Deep Space? 2) Actually consider what altitude will give you the best results. You don't need to put your satellites in geostationary orbit. It fact, I think that a geostationary orbit for a high powered deep space satellite is a terrible idea because of the long period of time the satellite will not get any sunlight to stay powered. Lower orbits means shorter "dark" periods. For example, a simple commutations systems that covers Kerbin's SoI, all you need are three equatorial satellites with two DTS-M1s dishes (one pointed at each moon) and one Communotron 16 antenna (general communications) each. Just set the satellites in orbit between 700k to 750k and you are good to go.
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[0.25] Astronomer's Visual Pack - Interstellar V2
Farix replied to Astronomer's topic in KSP1 Mod Releases
I've tracked the point of the crashes to GameData\BoulderCo\Clouds\Textures\detail1.png. Replace this with the default EVE file and no more crashes. I even tried ATM and it causes the game to crash faster. -
Would the suit actually be any different between male and female Kerbals?
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Are there plans to support the stock toolbar?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Farix replied to TaranisElsu's topic in KSP1 Mod Releases
Are there plans to support the stock toolbar? -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Farix replied to bac9's topic in KSP1 Mod Releases
Got to your Steam library. Right click Kerbal Space Program, then select properties. Select the Betas tab In the "Select the beta you would like to opt into", select "Previous stable release" Your game will update the the last beta (0.90 as of this time) You can then copy the KSP sub-directory in your Steam directory to somewhere else to keep as a back up. After that, you can undo the change in Steam and return to 1.0.2. As a side note, I would also make a copy of that version as a back up. Does it come with the Firespitter plugin? That will need to be updated to the current version.- 4,460 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Farix replied to FreeThinker's topic in KSP1 Mod Releases
I'm surprised because B9 uses a FStextureSwitch2/FSfuelSwitch for one of its parts and there is a TAC Life Support declutter that also use FStextureSwitch2/FSfuelSwitch to configure the canisters. I was actually adapting the latter because it uses TweekScale and it consider it a bit too cheaty.- 1,187 replies
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[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Farix replied to FreeThinker's topic in KSP1 Mod Releases
No, because I haven't figured out the parameters and how they work. I've looked at the source file, but the parameters aren't the same as those in FStextureSwitch2.- 1,187 replies
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Farix replied to TaranisElsu's topic in KSP1 Mod Releases
Unless you are planning on recycling the waste, there is not need to worry about it. But if it is from an RP experience, then incorporate the waste container into your designs. -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
Farix replied to FreeThinker's topic in KSP1 Mod Releases
How exactly does InterstellarTextureSwitch work? It doesn't appear to be comparable with FStextureSwitch2 nor have I found a working example.- 1,187 replies
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- fuel switching
- mesh switching
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