Shadriss

Members
  • Content Count

    348
  • Joined

  • Last visited

Community Reputation

116 Excellent

About Shadriss

  • Rank
    Dark Lord of the Booster

Profile Information

  • Location Immersed in the Dark Side of Minmus

Recent Profile Visitors

1,304 profile views
  1. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    Appears to be working fine with 1.4.1, with the exception of the message on game load about build versions, in case anyone was wondering.
  2. Shadriss

    [1.4.2] Almost Free Launch Clamps [0.2.2]

    As expected - I hadn't seen any issues, aside from the nasty-gram on game load about it being built for 1.3.1, but that doesn't mean there weren't any. Still loving your stuffs, guy - thanks much.
  3. Shadriss

    [1.5.1+] KSPCasher: Cash Economy Rebalance, Continued

    At the risk of dumb questions... 1.4 in progress with an ETA of 'Eventually'? Appears to work with 1.4.1, but I do get the nasty-gram message on game load about it being built for 1.3.1.
  4. Shadriss

    [1.4.2] Almost Free Launch Clamps [0.2.2]

    Is there an update in the works for this, @Galileo, or is this one being left out to pasture? Just curious more than anything else. Haven't tested it in game with 1.4.1 because I had to rebuild my setup entirely (system issues) and it doesn't show up in 1.4 compatibility with CKAN so I figured I'd ask first...
  5. Glad to hear there's more coming, but in the interests of getting the new working version out, is there any chance of a CKAN release for 1.4.1? I'll be installing manually for now, but there are times when it's better to release what's working when there's a major version change. Thanks again for the work you put into this.
  6. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    I somehow missed that the clamps needed to be in the staging selection as well - I think mostly based of other comments. So, as I suspected - it's me. Usually is. Thanks for the time. I'll be over in the corner with a dunce cap on. EDIT: Can now confirm that using a mod as intended results in mod working as intended. *facepalm*
  7. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    @linuxgurugamer - just a ping at you to make sure you saw the above. Hadn't heard anything one way or the other since Monday, and wanted to be sure you knew the request had been filled. As to the issue itself, if you can't find anything, no worries. Won't be the first time that something has been wonky on my end that wasn't explainable, and it likely won't be the last. Don't wanna give up the mod... but you do what you gotta do. Thanks for the efforts.
  8. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    Thanks - ended up using the build in Shadowplay from nVidia's driver set. Speaking of which... Here's the video, weighs in at just over 550 MB or so. Not gonna post it to YouTube or similar, since it's going away as soon as this discussion does. Of note - I realized at the third launch that I had not checked off the "Use Gravity Turn" selection. I went back (off-camera) and tried the first two again with it, and the results were identical.
  9. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    I'll see what I can do - never really done any video capture before, so I'll have to figure out how to do that.
  10. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    Using a Sandbox game and the setup above, the problem persists. I tried the following alternative staging setups as well: 1) As originally posted. No change. 2) Moved clamps to the same stage as engines. As expected, the clamps released at the same time the engines were fired off - four seconds before the actual launch. The ship plummeted about 5 feet to the ground before launching normally at 0. 3. Placed clamps in stage above engines. Clamps never released. New Output Log here.
  11. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    No, don't get me wrong - I completely understand where you are coming from. Was just hoping it wouldn't come to that. On something else you said though, concerning the staging setup I was using - as I understood the way the countdown works, it is essentially firing off an entire stage at X seconds... which means that if the clamps were in the same stage as the engines (my normal setup for launches), the clamps would go loose and the insufficient thrust would result the in the craft falling on it's butt, would it not? Or am I not understanding how this works w/ Countdown?
  12. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    *shudder* I was hoping it wouldn't come to that. Especially since CKAN doesn't work well with remembering what you already have installed for reinstallation - SO wish it worked more like ModOrganizer. I'll get to work on it and get back to you.
  13. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    OK - the memory was a large part of what I saw, but the launch clap behavior I described remains. Reproduction Steps: 1. Multi-stage rocket using Asparagus Staging setup in a 4-Way arrangement. All five engines will fire at once (Stage 7 in my craft), 4 Launch Claps in Stage 8. 2. Countdown Setup at 4 Seconds to pre-ignite stage 7. GT Setup for a 130 Km (though I imagine this doesn't matter) orbit and initial guess. 3. Start Countdown. Stage 7 ignites as expected at 4 seconds. 4. At zero, engines go to full power. Launch clamp sounds are heard - launch claps remain in place, craft remains on Kerbin. Clamps still shown in staging view. Attempting to activate via spacebar jumps to stage 6, where two of my tanks are now detached. During troubleshooting, also noted that NOT pre-igniting the engines per step 2 resulted in a normal launch. Log File in case it's needed. Awaiting any instructions on how I can assist in pinning this down. Craft File here so you can see my exact ship setup. Note that I do use parts from KWR, but I don't think that'll be a problem for you.
  14. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    I'll be testing again after I'm back from classes - but the scene I mention was with the newest build of this mod. However, after some checking last night, it may have been my system after all - I noticed that my system, doing nothing, was using 90% of my installed memory, and that certainly shouldn't have been the case. A restart overnight has that down to 20%, and that one thing alone may account for the behaviors I saw. Once I do another launch to confirm, I'll let you know... as I said originally, I wasn't going to assume there was an actual problem, only that there may have been one. Now that I think on it, that may not have been the best way to do this... usually I do all my troubleshooting before I tell anyone that there could be an issue. Need to go back to that method, I think. *shrug* I was tired...
  15. Shadriss

    [1.5.1+] NASA CountDown Clock Updated

    Not sure it fixed the problem - or at least, not without creating, possibly, a new one. Not posting log just yet, want to confirm it's not my system being wonky, but on my last launch, something with GT was slowing the system down massively - something that wasn't happening prior to this last update. Not only that, I couldn't manually trigger all launch clamps (4, in this configuration) via the staging (spacebar) command - I had to do it through Part Commander, which only did it one at a time despite all clamps being grouped as one. Again, the only change since my last launch was the update to this and your Toolbar Controller mods. I'm pretty sure it's directly related to GT, however, since the time slow down went away as soon as GT dropped from the screen upon exiting the atmosphere, and did not reappear for the rest of the flight. I'm going to try it one more time tomorrow to verify what I'm seeing, and I'll post a log file if needed.