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Everything posted by Anth12

  1. Let me explain, technical debt was extremely apt of ShadowZone to describe the issues with KSP over the years in his youtube video. I hadn't heard that term before. The result of major patches have been like the patch was 80% completed and then released. Then the small fixes, never fixed enough afterwards. The most impressive free update we got was eva construction. The developers doing that was incredible, it showed they had some serious skills. KSP was NEVER made to have the editor moved outside the SPH/VAB. That they even attempted it...wow. Incredible. I don't think this is on the developers, this feels like a management issue. That a number of the developers of KSP 1 have gone to KSP 2 is amazing, and I wish them the best. I don't think them going to KSP 2 was good, I think it is essential to KSP 2's success (hopeful success)
  2. KSP 1 is a huge mess at this point and that mess is too big to fix. The best thing to do is to throw it in the trash and then restart from scratch...Oh Wait....
  3. First Forklift: This was the first one launched from the Runway and now keeps its programming Second Forklift: This was the second one launched from the Runway and now keeps its programming Third Forklift: This was the Third one launched from the Runway and now keeps its programming. I saw this post in the last few days and I do know of this bug. The 3 Screenshots are of my forklift that can fold up for transport in a shipping container via the kal controller. Bug #24428: KAL-1000 tracks vanish after a save-load on deployed craft - Kerbal Space Program - Squad Bugtracker This bug is fixed in 1.12.2. Old Post but people had been updated it again and again to indicate the issue was still there so I thought to update it one more time to show it is actually fixed now.
  4. All great information. I love the diagrams of how it all works together. And the skill of the developers in regards to explaining how things work is amazing. I can understand a thing. But to explain it is another. Jon Cioletti great work. I have said this in previous developer insights...but keep these coming please. They are amazing!
  5. Good job guys. JPLRepo did a really good thing out of his own time and instead of people being thankful enough people gave really negative feedback to the point where if I was in his shoes I wouldn't help in the future, and I would avoid interacting with the community at all. I have seen people talking about how squad have gone silent. I wonder if we the community had it coming.
  6. Drifting? No idea. Not 100% sure there is even going to be a 1.12.3... but try the link below. It works pretty well
  7. https://bugs.kerbalspaceprogram.com/issues/27395 @Gotmachine uhhh...well. I found the above bug about 5 months ago when investigating robotic drift. Parts can be twisted permanently from undocking/docking in regards to naming priority. Also it can happen when parts are twisted and then a part explodes somewhere on the craft
  8. There is one where a bigger space station wobbles badly which the only attempt to fix it is to timewarp. That causes parts to snap into a weird position. Then can explode as KSP tried to put the parts back in their correct places when timewarp disengages. That is the only one I know of pre 1.12. Docking port drift causes a completely different type of bending, because the snapping never happens. We are talking about a completely different issue here that never happened until 1.12 was released.
  9. @Intercept Games Also...Lights should be able to cast shadows off their own craft parts and not have the lights pass through the craft. Definitely would prefer this to not happen in KSP2 Oh and by the way. Keep these posts coming. They are great!!
  10. What @krimsaltsaid is partially true. With the docking ports not passing through autostruts crafts would bend at the point of the docking ports more easily If the game is saved when they are severely bent, then on reloading they would be permanently out of position in a much more obvious way. That is a severe case of the docking port drift.
  11. Ok docking port drift that affects the entire craft: 1. No Docking Port: This has no docking port and is in real time The following is the same craft using timewarp. Also note that KSP will also save it in this position. KSP snaps a craft without a docking port into this position when using timewarp as long has there's no robotics involved. This is what it would look like without any gravity affecting it. The reason this is necessary is because KSP doesn't save gravitational load on parts/crafts and also doesn't remembers the flex tolerances of attachment points. 2. Docking Port Attached in 1.12 Before Timewarp: Using Timewarp: So now this will save the craft with docking ports in 1.12 exactly like this. So when it reloads the scene now the side pieces are permanently bent like that. But its worse than that. Now the side pieces are permanently bent and now gravity is reapplying force and bends it even further. The following shows what happens after reloading the same craft again and again and again etc etc: Ok...lets take an even closer look: The girder segment attached to the tank is obviously bent, but even the girder segment which is attached beside is also bent partially. And this is a simple craft. More complicated crafts have issues with docking/undocking, whether the craft is slightly submerged on loading can cause permanent twisting to a craft with a 1.12 docking port attached to it. This docking port fix resolved all issues back to at least 1.11 levels maybe even better. Without this fix 1.12 was simply unplayable for the type of crafts I make.
  12. I have seen others complain about docking ports doing that pre 1.12.2 @ElonsMusk So far I haven't had any issues with docking ports not wanting to dock unless they were undocked and then were too close to redock without moving further away first
  13. My coding is limited to creating a mod that can display parts coordinates. How I make the ModuleManager hook into the code I am not sure yet.
  14. Robotics are more complicated. I doubt it will work, but it will be fun to try
  15. I am sure its not that simple. But you have peaked my interest @dok_377 Let me see if I can make the code for the docking port drift work for robotics even in a limited form
  16. using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using UnityEngine; namespace FixDockingNodes { public class ModuleDockingNodeFixed : ModuleDockingNode { protected override void ApplyCoordsUpdate() { if (HighLogic.LoadedSceneIsFlight && canRotate && !nodeIsLocked && otherNode != null && vessel != null && part.vessel != null) { RecurseCoordUpdate(part.vessel.rootPart, part.vessel.rootPart); } } } } That's the code if you were wondering how it was fixed.
  17. Thank you so much @JPLRepo for fixing this bug.
  18. @Just Jim A work around with a old docking port variant (that uses the old code) is all that is needed in my opinion for KSP 1.12 to be viable, this bypasses the drift that is a lot harder to fix.
  19. Locking docking ports ONLY allows autostruts through, it was never made to fix the drift. Yep. Definitely an issue. Here's my bug report that I did for this on the 18th of July https://bugs.kerbalspaceprogram.com/issues/28311 1.11 and all previous versions crafts with docking ports and excluding robotics would snap back into position on timewarp/reloading scene. This doesn't happen in 1.12, the video in my bug report shows the test craft (with 1 docking port) giving a little each time timewarp is disengaged. In my opinion 1.12 is broken unless they give us at least a docking port variant that is using the old code. It confuses me why @SQUADare ignoring this issue. I love 1.12 except for the rotational docking ports causing drift.
  20. Also there is this bug report pointing to permanent twisting of crafts if they appear in the terrain or when docking has part of the craft under the ground. This had the ability to fully recover before 1.12 if no robotics was involved. https://bugs.kerbalspaceprogram.com/issues/28159 This mod was amazing in helping me with making a base. All the mod appears to do is rotate a craft in relation to the docking port verses the other docking port. Simple and effective and immune to any drift issues.
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