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Posts posted by Dominiquini
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On 7/3/2021 at 6:01 PM, Dominiquini said:
I see that the mod was updated to KSP 1.12 on CKAN and I tested it again (on KSP 1.12.1), but the problem remains!
Thanks.
Is there any update in this issue? This mod is still being maintained?
Thanks.
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Any plans to publish this mod on CKAN?
Thanks.
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1 hour ago, linuxgurugamer said:
The wording currently tells you what the actual terminal velocity was. And then it says in parens what the maximum safe value can be.
What you want is for it to say something like:
"The impact velocity was 80.71, which is 68.71 more than the maximum safe value of 12"
Frankly, I don't see the need, what it's saying is accurate and correct.
If it was a bug, yes. But calling a phrasing a "bug" is essentially like crying "wolf", eventually people won't bother reading your comments because they aren't accurate.
Sorry then!
Thanks for the answer!
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24 minutes ago, Starwaster said:
No. You need a low terminal velocity to survive impact.
Yes, I know that. I was only talking about the phase!
21 minutes ago, 4x4cheesecake said:Why should it say "more"? The terminal velocity of your stage needs to be less than 12m/s or the stage will be destroyed all the time.
If the message would just say "less than 12" I would agree, it should be "more than 12" and it would be a hint that your terminal velocity was above the required minimum of 12m/s. But since it says "less than 12 needed", the message tells you that everything above 12m/s is too fast for a successful stage recovery.
I think that the phase should indicate that 80.71 is more than 12 for a safe landing!
* English is not my native language and I'm not entirely fluent. Sorry if I was wrong!
21 minutes ago, linuxgurugamer said:And why would you call a disagreement in the phrasing a "bug"?
Even if it is low priority, if is wrong, is not it a bug?
Anyway, I don't know if is wrong or not.
Thanks.
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16 hours ago, Starwaster said:
What's wrong with it?
14 hours ago, Dfthu said:I agree with Starwaster, I see nothing wrong here. It seems you just had the SRB and a decoupler. You had no parachutes on it to slow down so it was moving at 80.71 m/s (terminal velocity) when it hit the ground. You need to add parachute(s) so the velocity is below 12
I think that the correct phrase would be: "Terminal velocity of 80.71) (more than 12 needed)"
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2 hours ago, OrdinaryKerman said:
There isn't a module called ModuleCargoPartZZZ, so your patch (while being technically successful in that it added those lines to the part config) doesn't really do anything.
I know! I was only testing if the MM patch is applied! Modifying the name helps find it in the MM cache! The real patch should use 'ModuleCargoPart'!
* Anyway, you should use the KSP_PartVolume mod for this purpose!
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41 minutes ago, theJesuit said:
Why does the ZZZ make a difference?
Sorry. I only added the ZZZ to find the added module on the MM cache! I only tested if the MM patch worked. I don't test nothing in game!
I copied the patch that I used, that is only different of yours regarding the formatting of the code!
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9 hours ago, theJesuit said:
Hi MM gurus!
I can't see why this patch doesn't work (latest MM 4.2.1, KSP 1.12.2)
@PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPart stackableQuantity = 1 packedVolume = -1 } }
Wanting to add the ability to all parts for kerbals to construct with them. So, want to patch all parts that don't currently have ModuleCargoPart.
Thanks!
I tested here and appear to be working!
@PART[*]:HAS[!MODULE[ModuleCargoPart]] { MODULE { name = ModuleCargoPartZZZ stackableQuantity = 1 packedVolume = -1 } }
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On 8/6/2021 at 3:49 PM, linuxgurugamer said:
If you don't provide logs, no one can even begin to help you. Snippets are fine if you also include the log, otherwise they are usually useless.
KSP.log: https://www.dropbox.com/s/kv6esqzg5et4hfg/KSP(TSE).log?dl=0
Player.log: https://www.dropbox.com/s/7xrpzhp8jwc9oua/Player(TSE).log?dl=0
I load the game, opened my saved game and enter Tracking Station. Then I toggle some filters (toggle all filters off, that should hide the entire list, but has a bug). And I also double clicked in the tab "Tracked Objects:" and the list scroll stop working!
Thanks.
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6 hours ago, linuxgurugamer said:
See the previous message
I just saw! I was happy to see that he is interested in continuing to keep this mod!
Glad to be wrong! -
5 hours ago, linuxgurugamer said:
why do you say that?
@DMagic don't interact with this thread for a very long time. The last commit is more then 1 year ago.
4 hours ago, jimmymcgoochie said:Not a new issue in this version, I've seen that before in 1.11 and possibly earlier versions than that too. Easily solved by Not Doing That.
I only install this mod recently, with KSP 1.12. I'm just reporting bugs that I encounter... I agree that some of that is low priority, but is a bug nevertheless!
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3 hours ago, jimmymcgoochie said:
The filter buttons are blocked by the 1.12 stock alarm clock widget, but apart from that no issues in 1.12 so far.
@jimmymcgoochie In addition to this, another bug is that the layout breaks when I deselected all the stock filter. Other bug happens when I double click on "Tracked Objects:" tab and the list stop scrolling!
I listed in a comment above: https://forum.kerbalspaceprogram.com/index.php?/topic/172162-19x-dmagics-evolved-mods-tracking-station-evolved-60-5-4-2018/&do=findComment&comment=4011238
2 hours ago, linuxgurugamer said:If you don't provide logs, no one can even begin to help you. Snippets are fine if you also include the log, otherwise they are usually useless.
I can try to provide the logs later, but it looks like this mod has been abandoned unfortunately!
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13 minutes ago, theJesuit said:
I would hate for Nertea to abandon this mod entirely given how awesome the rest of his mods are and how much time and effort goes into it. I also know he has been working on another of his mods more recently.
Perhaps read the the supporting material and whitelist the parts that have issues if you wish to use the parts that are still buggy. This is something that you can do now.
Peace.
I already do that in my game... I was only suggesting something that I think would improve the mod!
Thanks.
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49 minutes ago, Nertea said:
I know about it, I just don't want to work on it.
Isn't it better to launch a version that used stock solar panels then? At least until this is fixed!
Or forever, if you are no longer interested in working on this mod...
Thanks
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4 minutes ago, linuxgurugamer said:
Please keep in mind this is not my mod, I'm just telling you what will be needed to help
I was starting to think you were adopting another mod!
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On 7/27/2021 at 7:01 PM, Kerbal Viking said:
I replaced the new model with the old one in restock-solarpanels.cfg and it works for me
I ended up simply deleting the patch and then removing the original asset from 'Restock.restockblacklist'.
I had forgotten that this mod prevents loading of original assets!
Thanks.
13 minutes ago, funnelton said:I have a dumb question, what if I just delete the files of the parts I don't want restocked?
You need to delete the portion of the file (MM patch) that change the original part. After that, you need to remove the line of the original asset from the file 'Restock.restockblacklist'!
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36 minutes ago, tom1328732 said:
For people having issues with flickering ground when moving the camera, try removing ModularFlightIntegrator. Worked for me.
But this is dependency for Kopernicus! Works fine without it? And if I also have installed OPM?
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1 hour ago, Mirti said:
Every time I switch to my rover it spawns some 200 m above ground. Any way I can fix this without adding boosters/parachutes?
@Mirti Try installing this mod:
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Unfortunately it seems to be some conflict with another mod. When I tested it using only this mod, part highlight worked!
KSP.log: https://www.dropbox.com/s/5vajpuevfe0qggo/KSP(PC).log?dl=0
Player.log: https://www.dropbox.com/s/w5c75hbb6cjzowy/Player(PC).log?dl=0
I sent the logs if you have any idea which mod might be causing a conflict.
But that's a very low priority. Thank you in advance for the answer. And sorry to bother you with that!
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4 minutes ago, Poodmund said:
This didn't use to happen before KSP 1.8.0, it was fine on 1.7.3. I raised an issue about it but it gained no traction: https://bugs.kerbalspaceprogram.com/issues/24943
I upvoted it!
I opened a bug that I thing is serious, but doesn't have been picked is this: https://bugs.kerbalspaceprogram.com/issues/28185. It's been confirmed, but it doesn't look like anyone is working on it... I didn't suggest it because I don't think it's part of the scope of this mod, but if you want to check it out!
Thanks.
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I'm not sure if it should happen or not, but when I select a part using this mod's window, nothing is highlighted on the ship I'm controlling.
If this is a bug, I can share my logs.
But if this is the expected behavior, it is a suggestion to highlight the part in the ship!
Thanks.
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1 hour ago, Boris-Barboris said:
test the release
I tested here and don't see any error messages with this engine anymore!
About other possible bug discussed some posts above (I'm not sure if is this mod's problem), you take a look? Is about the game not able to load some old stock vessels (version prior to 1.8).
Thanks.
If you are taking suggestions:
Use the hotkey for "master switch" to also open the "Autopilot module manager" window! Also, in the "Autopilot manager windows", hide the options if the "Master switch" is off!
Thanks.
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7 hours ago, Gotmachine said:
I would love to. However, this is far from an easy fix, as this is not really a bug, but more a missing feature.
The PAW items order is determined by the order of execution of every object that add items to it, change the items visibility or trigger PAW rebuilds, so it is completely uncontrollable.
The only real way to do it would be to re-order the items after the fact, which :
- Is quite complicated to implement : there are a lot of events that can trigger a PAW rebuild, and due to all the various caching/performance fixes Squad implemented, the PAW UI code is... lets say tortuous...
- Would require to manually define the desired order of all PAW items, which is quite a huge task when you factor in the gazillion of custom items from modsJust to be clearer, what bothers is that the order keeps changing. Any order, as long as static, would be fine.
Anyway, thanks for considering this! -
6 hours ago, Boris-Barboris said:
You can also try to increase thrustProviderModuleIndex by 1 in part config. AA moves Gimbal modules to the head of module list, so all other modules before gimbal have their offsets increased by one.Oh, I see, AA already fixes thrustProviderModuleIndex, but only for first ModuleSurfaceFX it finds. That explains why deleting the second one fixes the problem.
Can you give me the part config? I don't have a DLC.
LiquidEngineRE-J10.cfg: https://www.dropbox.com/s/4w0jieryuk41ijx/LiquidEngineRE-J10.cfg?dl=0
Is there any thing more that I could help?
Thanks.
Free KSP2 Giveaway!
in Announcements
Posted · Edited by Dominiquini
I'm excited to see what kinds of monstrous contraptions I'll be able to put in orbit in KSP2!