Jump to content

Shadriss

Members
  • Posts

    372
  • Joined

  • Last visited

Everything posted by Shadriss

  1. 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.
  2. 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.
  3. 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...
  4. 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.
  5. 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*
  6. @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.
  7. 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.
  8. 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.
  9. 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.
  10. 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?
  11. *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.
  12. 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.
  13. 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...
  14. 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.
  15. Been moving the last few weeks, so missed your reply. Haven't been able to play, so can't say if it's fixed or not yet. When everything is up again, I'll get back to you - I see 1.23.1 has dropped, so that should be addressed now, as I understand it.
  16. @nightingale That being the release a few days ago, I take it? I'll let you know when the next one comes up if it works or not. Thanks for the reply - know you've been EXTREMELY busy of late.
  17. I got it to work, but had to do, in essence, a manual uninstall. I deleted the KW folder from Gamedata, then reloaded CKAN. It still showed KW as installed, but this time when I 'updated' them, it took just fine. Not sure what the root cause it, but I did find that workaround, so if that helps the rest of you, that would be a good thing.
  18. Been trying to install 3.1.4 since it hit CKAN, and I keep getting an error when attempting to install. "BUNCHOFTEXT ...is already absolute". Still trying to get it up and going, but wondered if you had any idea what this meant?
  19. So, I took a look at these screenshots, and since they are essentially the same problem I'm seeing, I re-summarize the issue and hope that either someone has a solution, or the author returns, since I've not seen posts by him in some time. In essence, I had a flyover X location with X kerbals. I've flown this mission five times, meeting all parameters and overflying the area within 30Km (as indicated by Waypoint Manager) of the waypoint, and above the designated minimum altitude of 70K in a suborbital trajectory. All portions of the mission complete except the location portion. It occurs to me that, since locations are on the planetary body and the mission requires above 70K (which would be in space, obviously), that the system doesn't recognize me as being at the location since the biome would be "low orbit" instead of the planet-based location. Possible? No matter the cause, this makes the tourism overflights... well, un-doable. Thoughts on a solution? @nightingale - Pinging you for hopeful answers on this, and the others that are being seen in the last few months. EDIT: Going into the config file for these mission types, the specific parameter that is not completing is: PARAMETER { name = VisitWaypoint type = VisitWaypoint index = @/selectedWaypoint distance = 75000 showMessages = true }, I wonder... what does the 'distance' portion of this parameter really mean? That I have to be within 75Km of that waypoint, or that my altitude must be between 70Km (minimum for the mission) and 75Km (per this parameter)? Or maybe something else entirely?
  20. No worries on the late reply - as far as I'm concerned, in a mod community, there is no such thing... they're just delayed for a bit. Like what I'm hearing, and looking forward to seeing how all the discussion turns into reality. Thanks much for the work.
  21. OOC: Any idea when the next iteration of this will hit? I know you've been working on it, just curious if there is an ETA or no.
  22. Then I was correct, and TWO frequencies would be required (One to the ground station, one to the rest of the network) for this to function as I would want it to. Thanks for the clarification.
  23. A) Wonderful to hear, and given that the change would be more a QOL change than anything else, entirely understandable on the time frame. B) I would have to go back and check, but I'm pretty sure RFK uses the weakest of the comm-power setups. It hasn't been a problem for me so far because (hangs head in shame) despite how much I've played the game, I have yet to make it out of Kerbin-local space... IE, I've never been out of Kerbin's SOI. So I know that the RFK version can handle comms from Minmus, and that's as far as I can really test. On the other hand, going past that threshold and building a craft intended to be interplanetary, the part counts and weight would be null issues anyhow, so that would be a moot point I'd think. As I explained earlier, this is more an edge case anyhow - and if you are going to add in the same essential functionality as RFK in addition to the already present functionality, then RFK's settings are irrelevant since this would then replace that one for that purpose. You do, however, gloss over the first part of the question - to quote myself here, "If I read this right, it would now be a requirement for ANY vessel, even a very early one, to have at least two antennae: One to tune to the ground station(s), the other to talk to the intended constellation/network." Is this an accurate representation of the system as you are designing it, or did I miss something?
  24. I understand this - I'm looking at edge cases as much as anything else. Additionally, the second half of my question remains unanswered - if using a mod such as Radio-Free Kerbin that combines some antenna functionality into the capsules/cores, will this still see them as having an antenna or no?
  25. My Thoughts On: A) The UI. Usable, yes... but I wonder if a tabbed version might be more streamlined. There are three sections to it, and when it's up, it takes up a lot of screen real estate. Definitely a wish more than a requirement, but I think it warrants some thought, if possible. B) The feature changes. If I read this right, it would now be a requirement for ANY vessel, even a very early one, to have at least two antennae: One to tune to the ground station(s), the other to talk to the intended constellation/network. For a stock (mostly) game, this could be a problem with part counts and weight. For a modded (heavily) game, say for instance my current lineup, it could create an unintended side effect. Instead of explaining it fully, let me ask a question first: If a capsule/core had, through module manager, had antenna functionality added to them, would this mod see them as a antenna or would it ignore that? Radio-Free Kerbin does this, and I would hate to lose that functionality in favor of having to use MORE antennae instead of (at least) one less, like that mod is intended to.
×
×
  • Create New...