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Posts posted by Deimos Rast
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5 hours ago, Puppy_The_Pup said:
How do i make stuff happen more often? for all parts? is there any easy way?
Also is this incompatible With Kerbal Launch Failure?
check settings > MTBF multiplier (Mean Time Between Failure). Lower it.
2nd question: seeing as LGG maintains both mods, they are probably compatible. But my understanding is they work on different levels.
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If you do go with TestFlight, you'll be entering the Realm of RO. Thar be dragons! Also, if you have Kerbal Launch Failures, DangIt and TestFlight, people will start calling you the "King of Failures." (I thought that was funny. No? Bah.)
But why I'm here: Your blacklist is currently only for resources. Any chance it could be extended to parts and/or modules? I'm using the Surface Experiment Package mod, and it has parts with batteries and such, which DangIt currently targets. But the parts need to run (at least in the background) for months at a time, and I'm thinking that's a guaranteed failure waiting to happen. The mod has unique/proprietary modules (for most parts), so it'd be easy to except the parts by module if you go that route, but being able to do it by part specific means wouldn't be half bad either.
Is it also possible to make a MM patch to add things to the blacklist?
Cheers.
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3 hours ago, StahnAileron said:
I actually tried that. Didn't change anything. Still got flung out like a slingshot. I think when this mod got "updated" to 1.0.5, the models weren't thoroughly tested or something. If I recall, 1.0.5 mandated convex- or concave-only (forgot which) collision meshes or something. I recall the author of another mod recounting how that broke several of his parts. Fixing them made the models more complex. I don't recall problems with the KANDLE in 1.0.4, which I think was when I first found and used this mod.
If so, much like the thermal jet, it's an inherent model issue. Someone would have to take a look at the models and fix them. It's not a config issue. (I love the KANDLE. This is partly because I like making small, compact satellites and probes that can be launched via 1.25m lifters or Mk2 profile SSTO Spaceplanes.)
Bummer. Saves me from making a patch though. I know what you mean about the concave/convex collider issue - run into it a bit here and there with the older mods. Safest to delete the fairing then I guess.
Is it the only engine that does that?
I opened a github issue about the engine troubles we discussed though. Not much more I can do really.
Thanks for mentioning it.
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4 hours ago, StahnAileron said:
I don't think the exhaust nozzle is supposed to look like that. If you go by the image in the OP, it should be a smooth, round nozzle like you'd see on a typical jet engine/fighter plane. There shouldn't be any "fins". Something is up with the model. I imagine something got lost/changed between 1.0.5's model handling and 1.2's.
BTW, did anyone else suffer explosive ejection of the KANDLE's fairing? (The RTG NTR engine.) I know in 1.0.5 I always had to disable it's fairing. If I didn't, it'd get violently ejected when I staged/decoupled. It also apparently solid: I've had it knock solar panels off my satellites. (This is why I need to disable the fairings.)
yeah, you're right, looks like it got turned inside out or something. Not the end of the world, but I don't know how to fix it. I could remove the animate with throttle effect though, but meh.
Regarding the fairing, there are a few options: delete it or change the ejection force to zero (it'd still have mass/be solid probably, but wouldn't go flying). I can't say this is something I ran into though. I could also add something to the description to the effect of "do not aim at face when staging."
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it had serious mesh issues last I checked; let it go
p.s. you can still get the broken copy from curse
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15 hours ago, Tau137 said:
Nice, thank you! I will test how this works (w/ Kerbal Atomics/NFE custom patch)...
EDIT: Everything seems to work fine in stock (thank you again!).... NFE/KerbalAtomics, although extremely cool and somewhat realistic, is still bugged beyond belief and not usable in career.. Damn, do I really have no other option but to move to the fantasy land of Karbonite+?
P.S. Anyone capable of working on 3d model, please fix the NuclearTurboJet throttle animation.
what's wrong with the turbo jet animation? It worked fine for me (the fins at the back dilate with throttle).
Also, and I know this isn't the right thread for it, but what's wrong with NFE/Kerbal Atomics (as far as bugs go)?
EDIT: this is what the throttle animation looks like for me.
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who wins this time around?
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49 minutes ago, LeLeon said:
Yeah base configs! When i see my last module manager starts with 12000 patches, every mod without additional patches is welcome.
I just know github from fork-side, but i don't wanna miss this. Comfortable as hell. So you need help in any way? I'm career player, so balance is important to me.
you must love my updates then
I used to always do base configs, but have switched to doing patches, and am sort of switching back to base configs. I actually discussed this with LGG before re-releasing RLA, and his advice (given his experience with KW) was to do base configs.
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1 hour ago, linuxgurugamer said:
Are you using the current version, this is an (I think) an old bug
Using 0.7.6, the latest.
It also seems you cannot turn the alarm off completely (volume goes down to 1, not 0).
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Possible bug report:
- Battery short circuited. Expected behavior.
- Alarm sounded briefly, then stopped. Expected behavior.
- Every time I switch to the map mode and back to the flight scene, the alarm plays again. Unexpected behavior.
I suppose I could just disable the alarms completely (I can do that right?).
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1 minute ago, Padrone said:
Thanks, I'll take a look a that. I tried copying a configuration from the Wiki, and it didn't work. But that wasn't the one I found.
here is my AIES LegFix patch.
https://github.com/deimos790/AIES_Continued/blob/master/Extras/Essential/LegFix.cfg
note it will make them animate but that's it. they won't have suspension.
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just convert the landing legs to ModuleAnimateGeneric and call it a day
QuoteI hate to see really great mods languish, so I'm going to try to bring NovaPunch up to date.
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11 hours ago, SmashingKirby148 said:
Ok, applied the update, Demi has been spaced out and given a bigger SOI.
good good, I need my space
You seem to be on a roll, keep it up!
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On 11/16/2016 at 1:48 PM, ArkaelDren said:
Holy crap I'm so happy to see this again. WHERES ALL THE SUPPORT Community??? This is one of the legendary packs from days gone by. Show some love and hope and maybe Raider will get this up to speed for 1.2.1.
Thx Raider
From Oregon, Dren
you're part of this community too, fyi
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2nd download link still works, but I see no license in OP. Download lists it as cc attribution non-commercial, so redistribution is allowed.
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8 minutes ago, RealGecko said:
OMG!!! Tracking Station and Mission Control!!! How could I forget about it???
Will fix that!
Confirming, upgrading tracking station makes the NRE go away. That was just a wild guess on my part.
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I just downloaded the latest and I'm unable to respawn Valentina.
Error: in RosterListViewer. Error: Object reference not set to an instance of an object at ShipManifest.SMVessel.FindPartByKerbal (.ProtoCrewMember pKerbal) [0x00000] in <filename unknown>:0 at ShipManifest.Windows.WindowRoster.DisplayRosterListViewer () [0x00000] in <filename unknown>:0
Full log here if curious (SM log).
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NullReferenceException: Object reference not set to an instance of an object at FlightPlan.FlightPlan.BuildFlightPlan (.Vessel vessel) [0x00000] in <filename unknown>:0 at FlightPlan.FlightPlan.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
Seeing this non-stop on vessel launch. Just started a new game. Maybe because I don't have the tracking station upgraded yet, no idea?
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1 hour ago, Markarian421 said:
Does this work with 1.2.1 or does it need an update? I just read the last few pages and I didn't see any mention.
says 1.2 in the title. I use it in 1.2.1 myself just fine.
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6 hours ago, Nhawks17 said:
RealPlume-Stock already comes with configs for the overhauled parts?
whoops. Probably 'cuz I renamed them that I didn't see it. Carry on good sir.
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On 11/13/2016 at 10:35 PM, Justicier said:
That is how I had it set up before. No sounds worked at all. From what I have seen, MODULE,0 works for a single module file. Multi-module files work starting with MODULE,1 and so on. Setting the code to MODULE,0 still has no effect on the particle emitter, it still is at full emission regardless of engine state.
that's because Module,0 references the Multi-Modal engine module in the RAPIER engine, whereas Module,1 is the first ModuleEnginesFX; 2 being the second engine.
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I believe sequencer is needed to create loops, but it's been awhile since I used IR. I can say though that this pack is very unfinished (with all of the crew compartments being little more than dummy objects, for example). I am secretly working on some patches for it - very hush hush - but keep getting side tracked by projects and poor health.
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yeah, generally you just can't claim the author endorses your changes if they don't actually, and you need to briefly state the changes you made (in a reasonable fashion), which you've more or less done.
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8 hours ago, PocketBrotector said:
Is anyone else experiencing the 2.5m separator go missing here? Doesn't appear in my VAB even in sandbox mode. A quick look at the config suggests that the mesh is being simply removed rather than replaced.
config looks fine, the % acts as an "add if absent or override if present" function, so it's inserting the model node. A model loading error should show in the log.
you planning on dusting off this mod? would be nice to see all of hoojiwana's stuff updated. This would require next to no work probably (all I saw was default action groups to be added).
really wish this pack was bigger though
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29 minutes ago, Starwaster said:
I haven't found the centrifuge to be reliable in 1.2 at all, given that it causes me crashes. I have no idea why it works for you and not me. In fact, given that you reported no problems without the patch, I'm not sure what it would be good for?
other people who do have issues with it might benefit, if they decide to use the part.
[1.9.x] All Y'All Continued - One-Button Common Action Grouping
in KSP1 Mod Releases
Posted · Edited by Deimos Rast
Problemo: So I can shut down all engines, but the "activate all engines in current stage" doesn't seem to work. Activating/deactivating the engine normally works fine.
Craft is just a short hopper, only engine is a 909. No errors in log.
Also, does this mod respect RemoteTech? I'm in a crewed capsule, but it doesn't have connection at the moment.
Otherwise, I'm really liking the mod - its usage with the Science Container is great - I had previously be making action groups to Perform All, Collect All, and Reset All, which was a hassle.
Ideas - Parachutes? Decouplers? Not sure if they're the greatest ideas, but it could be useful for a lazy man's "Abort" but I'd understand it if it was a bit far afield. Maybe to be implemented like the engines "activate all x in current stage" - but then I suppose you could just stage them instead...
EDIT
Also - "Deactivate all SAS" = "Deactivate all RW" ...