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Bluebottle

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    He's fallen in the water

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  1. Thankfully the PD store gave me a refund. I just couldn't take it any more. Not the rover that could only drive in reverse, at 13m/s, because of some mysterious force that pulled it backwards at 13m/s. Not the startling explosions when going EVA. Not the bizarrely changing orbits, the disapperaring fuel, the rotated-90-degrees KSC camera, or the hell that breaks loose on so many save/load cycles. I was hesitant to start a mission because my time was probably going to be wasted by bugs in the physics engine. If the game is fixed to a level where fun > dread then I'll happily buy it again at that stage. It is "if", not "when", because this publisher demands ongoing and growing financial results, and the product as it stands is not capable of delivering them.
  2. Hi Taniwha. I've got KerbalStats 3.0.1 + EPL 5.7.1 running on KSP 1.2.2, and I'm getting bursts of these log messages about ConstructionSkill upon every scene load. It doesn't happen for every kerbal and there are a lot of names there that I don't even recognise (old candidates maybe). Is this a KerbalStats problem, perhaps, or do I need to look elsewhere? Thanks.
  3. There isn't. You can only have one module/transform pair for each part that KSP loads, and a weldment is one part. So, one light, one cargo bay (that won't shield its contents anyway, IME), etc, one crew part with controllable cabin lights, etc.
  4. No problem at all for me. None of your old weldments will be affected. There was an issue going from 1.0.5 to later versions, where the "module=" line in the weldment config needed to be set to "Part". Some mesh/part names might have changed, especially with parts from mods, but this only creates a cosmetic issue where a part is visually missing but the vessel still loads and functions fine. In the (your weldment's name)internal.cfg that is created when welding, there are sections like this: MODEL { model = Squad/Spaces/crewCabinInternals/model rotation = 1.3660374E-05,1.00179122E-05,180 position = -20.6605988,0.014528906,6.64967728 } You can experiment with the position coordinates.
  5. OK, I didn't know it was also a debug build. The craft file is the same as in January, with mod requirements from the post above . I don't use templates. My use case is to keep the correct type of vessel (can't stand it when everything becomes "a base") and correct vessel names after dock/undock. So I don't fill in any of the fields, in most cases: Anyway, enough about that. Important: I can't reproduce it with 0.1.7.3-beta. With 0.1.7.2, it is reproducible. So something you've done has fixed it . Here are the two log files: 0.1.7.2 and 0.1.7.3-beta. The procedure for both was identical: load KSP, go to VAB, load Scout 6, change the kerbal to a scientist, launch. Thanks!
  6. Not just "a little". Try using KAS to connect a plane using ALG to anything else, and if you don't immediately get explosions or bizarre, highly destructive bouncing, you certainly will upon scene reload. All my planes include normal landing legs too, for this reason: taxi using ALG, then deploy the legs and retract ALG before KAS hook-up (on any body with gravity higher than Minmus or Mun).
  7. Yes. It doesn't save that setting.
  8. Thanks. I still get the same exception - it simply can't handle it when I forget to add any pod names before launch. [EXC 21:35:53.691] ArgumentOutOfRangeException: Cannot be negative. Parameter name: length System.String.Substring (Int32 startIndex, Int32 length) PDPN.PDPN_SelectionWindow.GetFormat (System.String templateName) PDPN.PDPN_SelectionWindow.formatManualEntryName (.PartModule pm2, System.String templateName, Boolean fillSelections, Boolean inFlight, System.String storedTemplateName) PDPN.PersistentDynamicPodNames.FixedUpdate ()
  9. Thanks anyway. It does still happen - I reported it here twice before, with logs and a craft file.
  10. Thanks for your work maintaining this. Is there any chance this version fixes the exception I reported in January?
  11. You can't use them, sorry. KSP only allows one of each module/transform pair per part. Right-click on the part and use "Transfer crew" from the context menu. There are many modded parts that lack IVAs and this is the workaround. Yes, it would. Many of Necrobone's mods use mesh switching and FTP is no different. It is possible to weld mesh-switched parts but some weldments result in a config file that has empty mesh lists in the module section for handling them. They look like a "; ;" - two semicolons with whitespace between them. You need to match up the index of the mesh in the list of integers above the list of meshes, and remove the correct index as well as the empty mesh list. Note that the list of meshes is a two-dimensional array: a list of chosen meshes for each component part in the list.
  12. It is As Jeb Intended: doughnuts in a 100m freighter hull
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