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Everything posted by RadGH
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RadGH replied to Angelo Kerman's topic in KSP1 Mod Releases
I originally used Tac-LS back when there weren't many life support options. I switched to USI-LS because of the simplification and I liked the habitat feature. I did most recently switch to Snacks. I stopped using MKS because I liked the looks of the pathfinder parts. But that made no difference, everything is still explodey. Sadly I stopped playing. Despite everyone's suggestions, and tips from discord, it's still too broken. I got all the parts unlocked, and I got all the production chains figured out, and I got the life support system figured out. I got a probe to scan for ores on several planets, found a site for a base that has the essentials. I put a lander down. But ever since, it's just explosions, editing save files, using cheats to mess with gravity and part breaking,. After all of that it's just the roll of a dice if it works or if I need to quickload. Not to mention some memory leaks of some kind that slowly make the game stutter. Can't take it- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RadGH replied to Angelo Kerman's topic in KSP1 Mod Releases
Wow, thanks for the very detailed response. Again! All of that information is very helpful! I expected Minerals was something to manufacture, not mine, that makes more sense though. I haven't set up any bases yet and have only been playing around on the home planet. I forgot to mention that I am using Beyond Home for some different planets but it's not drastically different as far as the ore distribution and setting up other bases goes. Thanks a bunch, very helpful! It sounds like there's some finicky things to deal with but nothing I can't deal with. I'll give it another go and hope to get a base on another planet soon. I am hoping the manufacturing process is easier in my case as I intentionally did not use MKS, to eliminate the need for Specialized Parts. The ISRU is worth taking a look at but I need some science first. I'll get a probe scanning for ores in the mean time- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RadGH replied to Angelo Kerman's topic in KSP1 Mod Releases
Another question: Is there any way to reduce the amount of spontaneous explosions? I installed World Stabilizer which helps a little bit, but still have constant explosions when docking (any method). Also things like to randomly explode, even if they are built on the muncrete slab and "welded" to the ground with KAS, and then the modile like Ponderos attached radially to the node on top. They still tend to sink and float during time warp. If docked, they also teleport around at weird angles. Not to mention everything slides around when full of materials, probably related to weight. Sadly after all the effort I've put in to try Pathfinder I'm realizing the game is just not stable enough to build bases. But someone must have found a way around all these issues?! Am I missing something? (Also, how do you get Minerals? used to create fertilizer)- 3,519 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RadGH replied to Angelo Kerman's topic in KSP1 Mod Releases
That does answer a lot of my questions. I did set it to pristine mode but when I first started playing, I may have switched to CRP. I will do a clean install to be sure, thanks for the suggestion. I could look at Snacks instead of USI/Tac. I didn't realize I needed a Hacienda module for food production, so that is probably the missing link there too. I also didn't know the blacksmith was from OSE Workshop. I wasn't sure I needed that if I had EPL so I got rid of OSE Workshops. That explains why it vanished! Thanks for the help, I think that will clear a lot of things up after I do a fresh install.- 3,519 replies
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TAC Life Support has food, water, oxygen and electricity, and various waste components. I like that. It means you need more infrastructure to make a base off world. USI Life Support has supplies, electricity and habitability. The supplies is basically a simple version of what TAC offers and is simple to produce. Electricity is basically the same as TAC. But habitability is something TAC does not have, and I think it's very cool. I like the idea of needing to give kerbals a living space. Although I would like it more if it were possible to have indefinite off-world time. Is it possible to combine the Habitability of USI-LS with Tac LS? It looks like Supplies are very much integral for USI-LS. Are there any other mod alternatives that achieve what I'm after? I have been looking at other life support mods but haven't found anything so specific. Thanks
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RadGH replied to Angelo Kerman's topic in KSP1 Mod Releases
I have been trying to get this to work with some additional modules for the ponderosa. At first I had a mod pack with too much stuff in it including MKS, LLL, all the Near parts, KPBS, etc. It was super laggy, but the ponderosa could be configured to do basically everything! It was pretty cool. I started a new mod pack and wanted to just use Pathfinder with USI Life Support. But now it can't do very much. I can't even make food. I switched to USI LS but it also cannot make supplies. I tried in Classic Stock and CRP mode. The only modules I see are: Pigpen Recycler (does this do anything?) Ponderosa Habitat (does this do anything?) Pathfinder Geology Lab (appears to work) Oxide Processing Automated Lab (appears to work) The modules I know I am missing are the Blacksmith 3d Print Shop and the Omnishop but maybe more. The Chuckwagon also has a lot of modules that seem to be broken / not implemented like the POTATO greenhouse. What am I missing? Is there some hidden dependencies? Is there a way to see what mods unlock what modules? It's hard to know how to get this mod to fully work. I'm not sure if I'm just missing research or what- 3,519 replies
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Trajectories is the cause. I get the same issue and had to figure that out for myself. Use the settings and play with the sliders. It should be really obvious which options affect performance the most. The calculation sliders can drop me to 10fps at worst, or go beyond 60fps at best. It does affect the accuracy / update frequency but so far it hasn't been an issue making everything update less often. Turn on caching is also a big help. It's all in the trajectories settings in-game.
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KSP version 1.2.1.1604 on Windows 10 x64 Command line option (launching through CKAN): KSP_x64.exe -single-instance A detailed explanation Game crashes, most often when switching vehicles when a large number of vessels are loaded. Not consistent, sometimes it happens within 2 minutes and sometimes I can play for an hour straight. The crash has also happened when interacting with KAS or KIS (example: attaching a vessel with a winch, or placing an item with an engineer). The main connection between the crashes seems to be related to vessel interaction. A screenshot https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-19_15-46-45.jpg Sometimes it's a CTD without an error. Most often though, it's just a "The game has crashed!" error. Save files, ouput_log.txt or player.log Save file: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/radley.zip Crash log files: 1. https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-19_151312.zip 2. https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-19_154002.zip Most notable log entry: RtlLookupFunctionEntry returned NULL function. Aborting stack walk.<Missing stacktrace information> Even more crash logs (I updated a few mods after these happened): https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/other-crashes.zip System specifications EVGA GTX 1080 (8gb) Intel i5-2500k (3.8ghz) 16gb Corsair Vengeance memory 1tb Mushkin SSD (other harddrives: 2x256gb Crucial SSD, 2x128gb Crucial SSD) More specifications: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/DxDiag.txt Mods I have arranged a details document of all of my installed mods. I went through each one today and updated them. Unless there is a community patch that was not mentioned on the first or last few pages for one of these, they should be up to date. A few do not officially support KSP 1.2.1, and are probably the cause. https://docs.google.com/spreadsheets/d/1K3qWPOEiYz_zqoNZ_l-QiBsdAL4gVlYVPKPEkYT6cAQ/edit#gid=0 NOTE: I know that with the number of mods I am using, and by using out-of-date mods, I am asking for crashes. Telling me not to use them would not be helpful. Thanks.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
RadGH replied to RoverDude's topic in KSP1 Mod Releases
The docking ports seem VERY glitchy for me. After struggling with quickloads and trying to get this to connect for an hour, I found waiting until the ports settle down, then disable roll, then spin 180 degrees seems to do the trick. Is this a bug in version 1.6.0 or am I doing something wrong? https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/2016-11-09_19-57-28.mp4- 1,473 replies
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- parts
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
RadGH replied to Galileo's topic in KSP1 Mod Releases
I've only really paid attention to the surface of minmus but It does look WAY different than last night. I'm just not sure what came from Sigma and what came from SVT 2.0 . I wish I had other screenshots to compare. I've only got a couple, that aren't very good for showing off the terrain. But as you can see, the terrain is more detailed and the mountains are taller: No Sigma, SVT 1.5 (ambient lighting turned way up because I was streaming to a friend): https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-07_18-35-13.jpg Same location with SVT 2.0 and Sigma: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-09_13-24-33.jpg- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
RadGH replied to Galileo's topic in KSP1 Mod Releases
Thanks again Galileo. Here's a couple screenshots for everyone who hasn't had a chance to try it yet. Mun: Tylo: Jool (hilarious difference!): And here is the terrain of Mun, first a screenshot without sigma, and then a screenshot with sigma. Seems to change the height of the terrain quite a bit. Not quite sure what else was supposed to change but I figured I would try it anyway.- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
RadGH replied to Galileo's topic in KSP1 Mod Releases
Would the sigma dimensions config change the appearance from the map view? I installed it, but couldn't see any difference. Stock Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun.png SVT 1.5 Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun-SVT-1.5.png SVT 2.0 Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun-svt-2.0.png SVT+Sigma+SigmaCFG Mun: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/mun-sigma.png- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
RadGH replied to Galileo's topic in KSP1 Mod Releases
I would buy you a beer!- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
RadGH replied to Galileo's topic in KSP1 Mod Releases
Oh okay. I'm guessing this isn't something I can just grab from an older version of the mod? I can wait- 1,019 replies
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
RadGH replied to Galileo's topic in KSP1 Mod Releases
So I've got this mod working, and it is a slight improvement over stock, but there's some screenshots from the first page that look WAY better. Am I missing something? I'm using the high res textures. Texture quality in KSP is "Full res". 64bit. These screenshots are without any other mods installed. Stock: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-08_14-16-35.jpg With Stock Visual Terrain: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2016/11/KSP_x64_2016-11-08_14-10-48.jpg From the front page, by Speadge: http://i.imgur.com/EEuYzh0.png- 1,019 replies
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OH! You're right. I was just testing with the main menu since I'm so used to seeing clouds there. Thanks for such a quick response. I've just wasted an hour trying to fix it. Hah.
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EDIT: Galileo explained this is just a bug on the main menu, they work in game! Nevermind! It appears EVE, at least the clouds, do not work when Kopernicus is installed. I've got the following: KSP 1.2.1 Kopernicus 1.2.1-1 EVE 1.1-3 EVE Configs (boulderco) I'm trying to get Stock Visual Enhancements and Stock Visual Terrain mods to work. SVT is the one which requires Kopernicus. It seems I can get everything to work except for Clouds (Maybe the rest of EVE's features do not work, haven't really checked since I only care about clouds at the moment). Is there any way to get these two mods to play along? If I remove Kopernicus then the eve clouds work (also if I use SVE instead of boulderco configs). But ideally, I want to keep the high res terrain AND clouds! Thanks.
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[1.1.x] CoolRockets! Cryo and Launch Particle FX
RadGH replied to sarbian's topic in KSP1 Mod Development
I'm not sure if it is a know bug, but there is an issue where engines have a fairing/shroud on at all times. After some help from Reddit it was identified that the problem came from CoolRockets. Simply removing the "CoolRockets" folder from gamedata fixed the problem. Here is the problem I was experiencing: Mod versions: Klockheed_Martian_CoolRockets_2.0.1.zip Klockheed_Martian_2.0.1.zip Other mods that I had installed: http://radleygh.com/images/explorer_2014-213-19-01-56-25.png -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
I've been busy at work, but I still do some development on the weekends or if I still have enough energy after a full day. Still no front-facing mod upload feature, so it's not really worth mentioning anything yet. The site I have uses WordPress for administration & content management, but the login and user system will be front end. Except for administrators, nobody will even realize it's built with WordPress. Although the mod repository API will be accessed outside of WordPress (PHP -> MySQL directly). I've got an AJAX-driven API which is in use for the login/registration system (registration will not create your account yet, that is disabled for now). This API will carry over for the mod repository as well. The API can be used outside of the website at some point (ie, your own program can use it), but for right now it can allow you to make small edits via popup instead of redirecting to new pages. http://replaceport.com/ -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
I've made some progress on my copy of the website. I've got a good groundwork for the mod/file relationship and metadata system in place. No management tools yet, although an administrator can create a mod in the backend with multiple files and the summary/description/website links which I've talked about a few times. Just need to build the front end management controls for it, then plug it all in throughout the website. I made a front page slider which can be used to display some random/featured/popular mods, which you can check out on http://replaceport.com/ (or see a screenshot). It's currently just some fake items stored in an array, and will be replaced with actual database queries. But I think it's a good concept, just something pretty. I think that if I abandon my own project, or another one wins the challenge, I would be willing to release any of these elements that I develop and possibly help get it integrated. Just throwing that out there! -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
I honestly don't know why people are giving you are a hard time O-Doc. I see nothing wrong with your approach and I think your project is one which has potential. I say opinions be damned, keep up the good work. This is mostly a technical project, so the core of the work will require programming knowledge. There is a small amount of copy writing to do for the website itself. If you have any graphic design experience, artwork and UI elements could be helpful. Depending on the project. Some projects are going a pretty straightforward bootstrap design with not much in terms of graphics. I myself would be interested in a few different graphical elements, but that can wait. Right now, I don't think my project will make the cut. -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
I think it needs to be some of both, at least initially. People won't use it if there are only a small selection of mods available. Especially if they are new to mods and are looking to set up a modpack like Scott Manley has. Whichever site makes it easiest to obtain all of the mods in one place wins. This is one of the reasons why building a successful community repository is at such a huge disadvantage. If Squad's partnered up with Curse, they certainly aren't going to promote a community site. To be successful, it would require mod developers to boycott the Curse repository. In doing so, they lose out on players who are following the link Squad offers from their games. So really, Squad is the greatest enemy here. Which is weird, because they're usually the good guys. -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
I would like to point out the alternative to hosting other people's mods (without consent), which I mentioned in my Google design doc. Rather than hosting the mod files and trying to recover data, you could simply add the mod on your site and link the download button to the mod thread. of course, when ksport dies the links on the forum will need updated by the modders. But you assume they will upload them somewhere, hopefully on your site, if they don't already have an alternate mirror. This would avoid legal conflict of hosting files without permission. Although it is perhaps not the best solution, it is the most realistic option without breaking any rules. If your mod site does not have the mod I'm looking for when I search, I will leave and search elsewhere. It's better to at least have the info available. -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
I agree with most of your points and have updated the document. A couple of notes: I did not want to separate the same type of feature into two sections, so I included all of the metadata in the same group. They are not all must-have, but I don't think it's worth being that specific at this point. The bold sections I did intend on being required to add a mod though. Certainly the mod name, mod version and KSP version. The summary wouldn't really be necessary, since it can use the first XX characters of the description when blank. Of these required fields, which do you think should be optional, and why? (I'm not a modder, these kind of questions aren't obvious to me). I was actually thinking that it would be nice for the layout to keep links together in the sidebar. Especially keeping the donate/forum thread/source code links in a consistent location across multiple mods. Although, I don't think we should require them, and I don't think we should have anything preventing users from adding links. So basically yeah, not a must-have. But I still want to keep it in the metadata section. Well the idea was to keep it as simple as possible to get you started with the website (especially for mod developers, as they would be the most valuable members). Once you are involved we can require email verification for interaction-related features (comment/reviews/ratings/etc), or subscription notifications as you suggest. It would be a good idea to require email notification before we can send other emails to the address as well. At this point, I'm not sure what sort of emails we will be sending out aside from subscription-related ones. -
Community Mod Repository and The Majiir Challenge
RadGH replied to Majiir's topic in KSP1 Mods Discussions
Hey folks, I've collected my previous ideas into a public google doc. It includes several levels of features: Must-have, Useful, Wishful and Do not implement. It includes feature requests from throughout this thread, as well as some other documents (see Other Resources), and many of my own ideas. Feel free to use this at your disposal for your own projects or whatever. No permission required. If anything is confusing or you want to suggest an update, drop a comment on the doc. https://docs.google.com/document/d/1qvzyA1vLMmfBkxFihQJpl_XPMgoQaLjaF05O-8z4wBY/edit?usp=sharing This is not designed to be "the correct way" to build this website. This is the guideline I am going to use for my own attempt at the project. I am not 100% committed to my own project at this point, but I figure some effort should be made for the community while I'm at it.