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darvo110

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Everything posted by darvo110

  1. KSP Version: 0.1.1 Operating System and version: Windows 10 Pro 22H2 CPU and GPU models: i7 7900k EVGA 3080 XC3 Description of the bug. Expected Behavior: When no throttle inputs are on, ship's trajectory should not change Observed Behavior: Apoapsis is slowly increasing and periapsis is slowly decreasing. Orientation of craft does not seem to change this acceleration Steps to Replicate: Log, Save and Craft files: https://gist.github.com/mattdarveniza/5d7c0d180279471db40fc4f8fcf6b457 If launching the craft file: Launch to orbit Drop all stages besides the lander and command module Separate the stack separator Note that the separator _should_ decouple both sides but stays stuck to the lander, this is likely the root cause of the bug Turn command module around dock ship to lander Phantom acceleration! Could be due to the interference of the still attached stage separator, but even after undocking both vessels still experience phantom acceleration A list of ALL mods. If the list is long, please consider using a spoiler window: no mods Other Notes / Screenshots / Log Files (if possible..): See above for files Note that the stack separator was attached to engine plates on both ends. This was done for stability as struts are pretty whacky and broken in this version of KSP sometimes. I can imagine that can cause some pretty whacky logic on separation.
  2. Thanks for reviving this LGG! This is a must-have mod for my playthroughs.
  3. I couldn't get that patch to work I've placed it in GameData/CustomConfigs/RealChute.cfg Does that seem like it should work? Or is there some funiness with names and the order in which configs load with MM or something? EDIT: Disregard, I'm a windows noob and my file was hiding it's .txt extension. Changed to .cfg and all good now
  4. Ahhh good find. That was it. Probably should have clued on that it was something like that from the two KCT icons I was getting in the toolbar . Could have sworn I'd clean installed after it broke, but evidently not. Thanks heaps for having a look!
  5. Something seems to be seriously borked with the latest dev build of KCT for me. Strange as it seems others have it working fine.. Broken on existing playthrough as well as fresh careers. On Win64 KSP 1.2.2 and KCT dev build #25. Output Log. Any clues?
  6. That looks so good. I managed to get the rings to cast shadow, but for some reason the modified kopernicus won't get bodies to cast shadows on the rings. Ah well, still amazing.
  7. Fair call. New stuff looks great regardless, and looking forward to when those scatterer configs become stable!
  8. This update wouldn't happen to include all the new scatterer/kopernicus ring shader stuff would it?
  9. This would be a really good feature. I have the opposite problem when attaching the Skipper to a 1.25 fuel tank as well. For now I just ditch the shrouds and make my own using fairings. Less than ideal but works okay.
  10. Yep as starwaster said, by default staging will deploy instead of arm. There's an option in the KSC real chutes menu to make staging arm the chute instead. In my experience the 'must go down' option doesn't interfere with this behaviour.
  11. Still seems a bit suss that it lags so much. I've got a 2014 intel integrated GPU which handles fine. Like has been said, volumetric clouds and the ocean shader will jank your fps pretty bad, but the scatterer shader itself is pretty low-intensity. If your computer can't handle that alone, I suspect there isn't much you really could improve without hurting FPS
  12. If you search for "Halo" you might find some stuff about it . There's a toggle in the main menu UI that'll fix the issue. You might have to turn it on *or* off depending on your graphics set up. http://i.imgur.com/Mrhcnpp.png
  13. Not sure if this is related but Ven's Stock Revamp "Bollard" engine has this same issue.
  14. Ah sorry I misunderstood the question. Does it still happen when you disable the second attachment point on the engines?
  15. Mate have you actually read back the past few pages of posts? It clearly lists in the title that there's no official 1.2 compatibility, however there have been some community builds that work quite well. Go have a read of the past few forum pages. To some degree, yes. Most parts are relatively compatible but I don't think it'll be a seamless transition. Best to start a new save if you want to use this mod IMO, unless you're happy to lose a few parts and maybe do a bit of savefile hacking. Having said that, it is *super* easy to just backup one of your saves, try applying the mod and see what happens. If it messes up your craft, just remove the mod and revert your save.
  16. Time to get the ol' spreadsheet and calculation cheatsheet out!
  17. I think the idea is to just add a bit of realism, and let the bumpers bring you in for the "real" docking. I think it also allows you to rotate your craft before doing a real docking, which can be handy for building ships in space or lining up station parts perfectly.
  18. Congrats Magico! Have a great time and don't stress about KCT at all (I'm sure you won't ). In the meantime, does anyone else want to try and get a community build up and running? There are reports that other mods having issues with `TimeWarp.SetRate` just needed a recompile against 1.1.3. Could be a super simple fix as a stopgap until Magico gets back?
  19. FYI this mod is broken in 1.1.3. Not asking for an insta-fix, just letting anyone wondering know . KAC is broken too and TriggerAU mentioned the timewarp API has changed. I'd guess KCT also uses that, so probably at least one of the issues? Build screen and inventory seem to be fine, just the construction time window that's broken.
  20. you should be able to just remove the .mu files under VenStockRevamp/Squad/Parts. FuelPipe is under CompoundParts.
  21. I believe this is the case. The remote tech configs are pretty easy to set up though, would be an easy patch to write. Anybody up for the challenge?
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