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bobprime

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Everything posted by bobprime

  1. If you wanted it to honor remote tech then there is no need to install it. A craft without power can't run it's antennas and thus you would never be able to command the battery on. Which is what stock does already.
  2. I am getting this same issue just trying to transmit from probes. I have an MPL but not in the ship in question. This is in a save that was started in 1.0.4 I have not yet tested with a clean save.
  3. I tried that. I even tried clicking a lot. Though in the way of support the world around, maybe now that somebody else told me to it will suddenly work. I will try it the next time I start KSP. Thanks Range.
  4. Is there a way to silence the ground prox alarm in the lander can when say for example you know you are trying to land (not CFIT).
  5. My favorite rule of thumb is all good bug reports come with a patch.
  6. I never get tired of actual space stuff pictures. I have heard that the Saturn V is mindbogglingly large.
  7. I have only had this happen once and I don't have a log of it (I forgot to capture) but... I got an eva alert in interkerbin space (on the way to minmus for the first time) and I clicked the EVA button. I was then shown a loading screen briefly and then my kerbal popped out a few hundred thousand kilometers from the ship he was in. I think either the ship or the kerbal jumped back to a previous trajectory. It was very weird. I don't have enough data to blame any specific mod and I figured I would leave this here as a signpost to other people having the same issue.
  8. I would leave it alone unless KSP-AVC yells at you. Believe in the power of stupid_chris.
  9. That is very good to know. I think washers in a rocket stack explain some weirdness I experienced a few weeks ago then. Danke.
  10. Question about the no robotics part + docking port. Is this just for directly attached docking ports or any part who's chain of attachment to the root node includes a robotics part?
  11. The GitHub repo is actually out of date in this instance. See the OnActive() being in GitHub but not in the release. Then again people shouldn't be poking around github expecting release software.
  12. Yeah people discovered that x64 especially on 0.25 does bad bad stuff to mods so many of the mods you love will disable themselves. Sorry about that. x86 works pretty well though, I have a decent mod load and it still fits in memory.
  13. Did you perhaps get a warning that you are running KSP in x64 mode? And a Nyan cat at the loading screen. That is the exact behavior of RealChute disabling itself on x64. The models remain but they have no functionality. This behavior is correct.
  14. Known bug. Either activate chutes with an action group or build the github version 1.2.5.2. Warning... 1.2.5.2 is reported to make DRE very unhappy and may be missing other bugfixes.
  15. Is the vessel in question an HGR Soy-Juice vessel? The log mentions it just before problems happen and they have a MM config that tries to enable RealChutes. Also latest on KerbalStuff is 1.2.5.3 not 1.2.5.2. There are differences some between the two versions. Also note that with 1.2.5.3 you need to use an action group or right click menu to arm/deploy chutes not the staging interface.
  16. I spoke without reading the actual numbers you listed. I think those are the correct max thrusts, I was getting the same off some significant power generation. The magnetic drives I believe are high ips not high thrust. If it makes you feel any better with low power they can go really really low.
  17. Do you have a lot of MJ available for the amount of charged particles your reactor is generating? The ratio of charged particles to MJ seems to be a limiting factor.
  18. I think the autocut setting is in the chute editor for individual chutes. Did you want to be able to disable autocut per chute or a global setting?
  19. I actually confused myself when I first saw it and thought there was unreleased code. Wrong way around unfortunately. My tools tell me that the OnActive method from RealChuteModule.cs is missing in its entirety and that seems to be what calls ActiveRC(). There is code in FixedUpdate that looks for the keyDown event and also should call ActiveRC() but it seems to not be firing. My guess is that it got cleaned up as part of a quick code cleanup (at first glance it looks unneeded) but was actually being used. Update: I sent stupid_chris a pull request with what I hope is a fix to FixedUpdate() that works on my machine.
  20. The last commit was the one that pushed 1.2.5.2. As current is 1.2.5.3 that tells us that the production code is not the code in source control. For reference the last commit is the one that actually sets the versions on AssemblyInfo.cs and on the RealChute.version file along with some cleanup code.
  21. I love the new HUD look. Subtle but really good information heads up.
  22. So I have been having the exact same problem as @Zeenobit. With or without any other mods I always have to stage twice to get the chutes to fire. So I figured "hey I am a computer programmer, I can fix this myself". I fork RealChutes, build it without doing anything just to make sure I know how to build kerbal mods and BAM... the bug is gone. What stupid_chris has checked in and what is built into the latest version are slightly different.The repo is marked as 1.2.5.2 and what is distributed is 1.2.5.3. So something in that change seems to have broken staging for some of us. If you want to get staging to work I suggest just checking out the latest copy of the source and building it yourself.
  23. I can confirm that this works in 0.25. I just tried it now and it works fine. I am using an updated version of module manager. To get the modules on.
  24. Cybutek you rock. You made an awesome mod and with the 1.0 series have made it more awesomer. I am impressed and very thankful yourself and others like Padishar were able to make this happen.
  25. I miss time left on stage at current thrust next to delta V. I used it all the time to judge when I was going to need to stage and also how worried I should be when landing.
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