hermano
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Everything posted by hermano
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[1.8 - 1.12] KSPCommunityFixes - Bugfixes and QoL tweaks
hermano replied to Gotmachine's topic in KSP1 Mod Releases
Hi, I have been playing a bit with 1.36.1. I replaced the previous version in a campaign game (keeping a backup), so far I did not encounter any problems flying on Kerbin or in space around it. Crafts so far were rather small. But I think the game runs a bit smother and scene changes are notably sped up. I will keep playing and report how things work out. A big thank you to everyone involved! Edit: A few hours later after landings on Mun and Minmus I still have not encountered any problems . System information: -
@Yarnish Kerman Upon launch you get the option to refill all tanks. Unless you want to keep some tanks empty it works fine. @Jamesy I suspect the differing percentages on update/merge are a side effect of mods changing parts in the editor. Kerbalism is a prime suspect as tech upgrades for science and habitation change the mass of parts. If you edit an older craft some parts will change and are probably identified by kct as new parts with the old parts being removed. With larger parts like cabins/habitats that will have a more severe impact. Usually only changing the position of parts or changing tank contents will add no extra construction time, removing or adding a part will. Adding or removing mods that change parts may also have an effect. @linuxgurugamer Many many thanks for keeping all these mods alive! Returning to ksp after a few years and finding everything still works and is updated is really astonishing.
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I'll definitely keep an eye on this. I have seen plenty of game series being burnt by a failed or bad successor and expected the KSP franchise to be pretty much dead for the next one or two decades. So yay! The approach seems reasonable, focusing on technical details before showing off shiny stuff. Hall should have quite a bit of experience how to handle (and how not to handle) game projects by now. Also it's not one of the big corporations looking for ways to hypermonetize a game. Time will tell.
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Hi @Pehvbot, while my campaign is progressing slowly I'm halfway through the techtree and LRTF is doing really fine. I ran into a conflict with real fuels stock, though. Solid boosters have config like this in rfs: This is not caught by LRTF, so max runtimes where just a few seconds. I added thess lines in profiles_engine.cfg to fix the issue: @PART[*]:HAS[#lrtfConfName[Solid],~lrtfBurntime,@MODULE[ModuleFuelTanks]:HAS[#volume]]:NEEDS[LRTFConfig]:BEFORE[zTestFlight] { lrtfBurntime = #$MODULE[ModuleFuelTanks]/volume$ } Things are way less explodey with it for me.
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Wow, I did not have those. Is another mod interfering maybe? This should not be caused by RFS. And I don't see these modules in BDB.
- 232 replies
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- real fuels
- configs
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@DA299, I had the same problem. There is a fixed version for the Vega on Github. Make a backup of GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Vega.cfg and replace the contents of the file with this: I tried to fix the Scout, the following config throws no errors but is untested, parts may not work as expected. Make a backup of GameData/RealFuels-Stock/BlueDog_DB/RF_BDB_Scout.cfg and replace the file contents with this:
- 232 replies
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I ran into errors using Bluedog DB and Realfuels-Stock. In profiles_engine.cfg lrtfBurntime computation failed due to missing baseVolume for a few solid motors. I replaced the line @PART[*]:HAS[#lrtfConfName[Solid],~lrtfBurntime,@MODULE[ModuleB9PartSwitch]/baseVolume]:NEEDS[LRTFConfig]:BEFORE[zTestFlight] with @PART[*]:HAS[#lrtfConfName[Solid],~lrtfBurntime,@MODULE[ModuleB9PartSwitch],#baseVolume[*]]:NEEDS[LRTFConfig]:BEFORE[zTestFlight] which seems to work. I haven't played much yet, but in a glance the testflight configs seem fine. Thanks for your work.
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
hermano replied to theonegalen's topic in KSP1 Mod Releases
Here are updated files for the changed LVT05, LVT10, LVT30 and LVT45 that should work okay in 1.12.2: /gamedata/unkerballedStart/UnKerballedStart.cfg /gamedata/unkerballedStart/parts/UKSliquidEngineLVT05.cfg /gamedata/unkerballedStart/parts/UKSliquidEngineLVT10.cfg I tested them with Restock. Should work with stock as well.- 199 replies
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@Well These parts are really nice. @Sir Mortimer I created a Kerbalism Science patch, trying to keep a balance close to the stock experiments:
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
hermano replied to theonegalen's topic in KSP1 Mod Releases
Well you remove the :NEEDS[MissingHistory|Restock] from the line @PART[UKSliquidEngineLVT05]:NEEDS[MissingHistory|Restock]:BEFORE[zzzUnKerballedStart]. Unless you already have missing history, then the patch should already be executed. In that case you might try to replace the "@node..." parts with "%node..." This will add or edit the node entries instead of just trying to edit the node entries. Maybe the nodes are called different for the new parts?- 199 replies
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
hermano replied to theonegalen's topic in KSP1 Mod Releases
These nodes will only be added if restock or mh is installed. @gamerscircle maybe try adding the nodes in any case by removing the needs clause: @PART[UKSliquidEngineLVT05]:BEFORE[zzzUnKerballedStart] { @node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 0 @node_stack_bottom = 0.0, -.42, 0.0, 0.0, -1.0, 0.0, 0 }- 199 replies
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Probably not. RSE removes the stock sound modules (and real plumes), then add its own custom module. Waterfall then adds the stock modules with new sounds afterwards. The above patch removes the stock sound effect modules again. Without the patch RSE and Waterfall sound probably play at the same time for engines that have both effects set. I really don't know which side effects this may have.
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
hermano replied to theonegalen's topic in KSP1 Mod Releases
@gamerscircle I have not switched to 1.12.2 as most mods are not ready yet. The LVT30 and LVT45 engines from which the LVT05 and LVT10 are derived have been updated. I can only guess but if squad sticks to its previous naming scheme the LVT30 should have the internal name liquidEngine_v2 and LVT45 should have internal the name liquidEngine2_v2 now. You could check the config files in the squad/parts/engines folders. So in gamedata/unkerballedstart/parts two files need to be changed: UKSliquidEngineLVT05.cfg should begin with // Rescale LV-T30 to .625m +PART[liquidEngine_v2]:NEEDS[!ReStock] { and UKSliquidEngineLVT10.cfg should begin with // Rescale LV-T45 to .625m +PART[liquidEngine2_v2]:NEEDS[!ReStock] { If you try this please let us know the result.- 199 replies
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@Errol @coyotesfrontier A stopgap measure has been posted before in this thread. Disable muffling of RSE and install audio muffler redux for muffling. This works fine with soundtrack editor. Solving this problem in RSE would be nice, though. @ensou04 I just learned that Waterfall adds its own sound effects after RSE. Here is a small patch that should resolve the issue: removes Waterfalls sound and smoke trails I assume removing all effects is fine as both stock waterfall effects and waterfall restock do this with all changed parts as well. Edit: There seems to be no generic solution for all engines that doesn't remove the smoke trails, so her are effort-patches for StockWaterfallEffects: and WaterfallRestock:
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Thanks, @ValiZockt, I'm really enjoying this mod. I started a new game with UnKerballed Start and Realfuels-Stock and saw that patches for the UnKerballed Start parts were still missing. So I created this: and this: The values should be somewhat in line with both mods (small early versions of Reliant and Swivel at 1/10th thrust and 1/8th weight).
- 232 replies
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[1.12.3+] UnKerballed Start v1.3.1 (Happy New Year! Jan 01, 2022)
hermano replied to theonegalen's topic in KSP1 Mod Releases
I found an exception using UnKerballed Start in 1.12.1 with Restock. This was fixed by replacing in UKSliquidengineLVT10.cfg: There are no dragcubes defined for the rescaled parts. I had problems with my own rescaled parts unintentionally using the original drag cubes. So I created this patch as well: The drag cubes were created by KSP after deleting the part database. With this patch deleting the database wouldn't be necessary. I also installed Realfuels Stock and created a patch for the UnKerballed engines. I'll post these to the appropriate thread, but I though I might as well add them here if anybody needs them: (if anybody wonders what to do with the code: KSP patches can be created from the above code by adding it to a textfile somewhere in gamedata and renaming it to .cfg) Thank you, @theonegalen, for maintaining this mod. Edit: Also some lazy waterfall effects: Another edit: Rocket sounds for RSE were missing as well for me:- 199 replies
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
hermano replied to RoverDude's topic in KSP1 Mod Releases
There is a config for sounding rockets in /GameData/KerbalismConfig/Support/SoundingRockets_Science.cfg which should control the settings for Kerbalism science. Only SRExperiment01 has set BodyAllowed = Atmospheric in its KERBALISM_EXPERIMENT module. Adding this for the other three modules should restrict them, too, I suppose. -
I was a bit annoyed by the difference in solid rocket sounds between RSE and other mods and decided to create a generic patch to enable RSE for all boosters. The values are derived from the current stock boosters. All values are dependend on maxthrust right now. For pitch the ratio between thrust and amount of solid fuel might make more sense, though. Create a .cfg file in gamedata and paste the code to try it out.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
hermano replied to RoverDude's topic in KSP1 Mod Releases
A heads up if you encounter exploding parts on landing, levitating fairings and similar problems. I tracked the problem down to a patch that makes light parts physics-less to avoid the 1.11 part mass bug (link). Excluding engines, lifting surfaces and decouplers from the patch solved the problem. Thank you, @RoverDude for creating great mods and keeping them alive for so long!