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Dominiquini

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Everything posted by Dominiquini

  1. I think that the window of Tracking Station Evolved is broken in KSP 1.12.1. Comparing to the screenshot, is missing the filter and sort panel: Thanks.
  2. Suggestion: Disable probe control if I turn of MechJeb (AR202 case)! I put the probe to sleep and turn off the MechJeb and still manage to control the probe... I find this behavior strange... Thanks.
  3. No. I'm suggesting that the maintainer add default sounds for all wheels and landing gears, to work with any mod! Sorry if my post got confused! I found a bug: The engine sounds became completely silent. All other sounds works, including the engine ignition! But the engine burn don't make any sound, even in the atmosphere! KSP.log: https://www.dropbox.com/s/7b5w9yto542lg7q/KSP(RSE).log?dl=0 Player.log: https://www.dropbox.com/s/51w03swm2ql02e2/Player(RSE).log?dl=0 * To restore sound, I had to close the game and open it again! Thanks.
  4. I try this and it has improved a lot, although I can still see the effect of volumetric clouds disappearing and appearing abruptly. @BIOZ But with level 2 anti-aliasing, won't other parts of the game get worse? I haven't tested much to see if I can see a difference... * I think I made a mistake! The volumetric clouds are still buggy, even with Anti-Aliasing set to 2 or off! Thanks.
  5. I was having this problem too. Is there a way to fix this? * They rotate in the wrong direction too, but physically they work! Thanks
  6. I found a small incompatibility with another MOD (CommNet Constellation) The button becomes misaligned. Maybe the other mod modifies some icon that this mod uses as an anchor... KSP.log: https://www.dropbox.com/s/ogsuit7s0qywiw1/KSP(BBT).log?dl=0 Player.log: https://www.dropbox.com/s/4ymb5u8p5b5szvm/Player(BBT).log?dl=0 Thanks.
  7. Try this: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] { !MODULE[ModuleDataTransmitter] {} } I think this will work! Sorry, I hadn't paid much attention the first time...
  8. Another suggestion: Enable SAS after MechJeb2 finishes executing some maneuver, so the ship doesn't spin out of control when MechJeb2 disengages... Thanks.
  9. I'm noticing a bit of an uncomfortable behavior. Some KER windows persist for a while after a scene change. The most noticeable is when I close the TrackStation and the KER window remains visible for a few seconds still... * I also receiving this erros on the screen: ADDON BINDER: Cannot resolve assembly: KerbalEngineer.XmlSerializers, Culture=neutral, PublicKeyToken=null ADDON BINDER: Cannot resolve assembly: KerbalEngineer.XmlSerializers Thanks.
  10. My game crash and the last thing appeared in the log was about this mod! The crash happens when I used 'ALT' to clone one fuel tank that I want to put it above the cloned tank. The tank was modified by B9PartSwitch to allow change fuel types. Log files: https://www.dropbox.com/s/v4bguiu6abizhgq/Logs(B9).zip?dl=0 Thanks.
  11. Is anyone else having this problem? Note that these two screenshots are only a few meters apart, and in one image the volumetric clouds appear and in the other they are gone! Video: https://www.dropbox.com/s/qsmdbx7l3b95jba/KSP Launch.mp4?dl=0 Thanks.
  12. Take a look in the log file: "#KSP_FOLDER#\Logs\ModuleManager\*.log"
  13. Suggestion: Add "Auto-Stage" option to 'Maneuver Planner' and 'Maneuver Node Editor'. Many of my ships need staging during a burn! Thanks.
  14. I don't remember if was an eclipse at the moments, but this bands above the horizon rarely happen... About the clouds, I'm using the Astronomer's Visual Pack (AVP) with 8k textures... I posted about this in that forum too... Thanks
  15. @maculator I think that you should use: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] { !MODULE[ModuleDataTransmitter] {} } For keys, you should use '#' (Include Key) or '~' (Exclude Key) (https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook)
  16. I tries without Trajectories installed and the game crash too! I ended up testing only in stock and the bug is there. I opened a bug for Squad Bugtracker! Thanks.
  17. Suggestion: Join the two buttons into a single button. We can access one function or another by clicking with the right / left mouse button. My toolbar is already too full! Hahahaha Thanks!
  18. I don't know if the previous logs showed these exceptions: KSP.log: https://www.dropbox.com/s/jcdrgidu7jaotnd/KSP(OLDD).log?dl=0 [EXC 23:01:03.874] NullReferenceException: Object reference not set to an instance of an object OLDD_camera.Camera.BaseCamera.ExtendedDrawWindowL3 () (at <939df439f74b42a3812a384c250a28b1>:0) OLDD_camera.Camera.PartCamera.ExtendedDrawWindowL3 () (at <939df439f74b42a3812a384c250a28b1>:0) OLDD_camera.Camera.BaseCamera.DrawWindow (System.Int32 id) (at <939df439f74b42a3812a384c250a28b1>:0) UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) (at <58f888e0d56a4620958c8e58a768c70d>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Player.log: https://www.dropbox.com/s/idyhpn3lhaokylx/Player(OLDD).log?dl=0 NullReferenceException: Object reference not set to an instance of an object at OLDD_camera.Camera.BaseCamera.ExtendedDrawWindowL3 () [0x001c6] in <939df439f74b42a3812a384c250a28b1>:0 at OLDD_camera.Camera.PartCamera.ExtendedDrawWindowL3 () [0x0007c] in <939df439f74b42a3812a384c250a28b1>:0 at OLDD_camera.Camera.BaseCamera.DrawWindow (System.Int32 id) [0x0000c] in <939df439f74b42a3812a384c250a28b1>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style) [0x00078] in <58f888e0d56a4620958c8e58a768c70d>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: <939df439f74b42a3812a384c250a28b1> Line: 0) Thanks.
  19. Steps I took to play back several times: - I created a probe and installed 2 cameras - I put it on LaunchPad - Put into orbit using HyperEdit (any altitude (100km - 250km)) - I open the camera and see that it's working - I open the MapView ('M') - I go back to FlightView ('M') - I test the camera and it doesn't work anymore. None of the cameras! * Looks like it needs to be in orbit around some planet (I tested Kerbin, Mum and Mimus). Suborbit seems to work. * If I landed (HyperEdit), the camera start working again! * I'm testing in a game with many other mods... I'll test later without mods... * If I leave the camera window open while switching to MapView ('M'), the camera instantly stops working. I can successfully switch to MapView if the vehicle is on the ground, although it feels a little strange: * Probably not related, but this mod keeps throwing this exception when the game starts, and the same when I select Onboard Camera in VAB: [ERR 15:01:07.665] Action 'DeployExperiment' already defined. [ERR 15:01:07.666] Action 'ReviewDataEvent' already defined. [ERR 15:01:07.672] Action 'DeployExperiment' already defined. [ERR 15:01:07.672] Action 'ReviewDataEvent' already defined. Can I help with anything else? ** I was able to simulate the bug without any mods, only this and HyperEdit! ** I tested the DockingCam, and it is working well. Only the Onboard Camera is bugged! Thanks.
  20. This bug is with the Onboard Camera, not the Docking Camera! I put one Onboard Camera in a rocket and launch to fulfill a rescue contract. As soon I exit the atmosphere, I tested the camera and worked! (I don't remember if I already selected the target or not). Then I proceeded to circularize the orbit, align planes, etc... (I used the Maneuver Node Planner of MechJeb2). Various TimeWarps were made... When I was in visual range of the target, I tried to turn on the camera but it didn't work... It opened a transparent window and none of the buttons that control the direction of the camera appeared! Only a white line separating the camera and the controls (both transparent). This bug already happens in two different flights! The second one I realize that when I go to KSP and back to Flight Scene, the Onboard Camera start working again! I don't know how to explain it better! Let me know if I can help with anything else! Thanks.
  21. I know! I was using this two mods a while ago! So I don't think that was the problem... I'm not sure, but I got the impression that KSP_PartVolume only added the 'CargoPart' module after I added 'packedVolume = #' to the 'ModuleDeployableBattery' module! Anyway, KSP_PartVolume set a much larger volume than I would like, although the items occupied the value I set above! Fix this by manually setting 'ModuleCargoPart'. But since this is not a mod you want to keep, I think you can ignore this bug. If you like, I can try to test it to see if there is any bug in KSP_PartVolume... Thanks.
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