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Jebs_SY

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Everything posted by Jebs_SY

  1. Regarding the questions for a discount... I like to see it the following way: We can be happy, that a company takes on the part of developing a KSP2 for us. A company needs to earn money. The "more" we pay, the more stuff/features they develop for us. So our spent money (usually) gives us games/stuff/features back. I have absolutely no problem to pay $60 for a KSP2. I also like to see/purchase DLCs like MH and BG for a very fair price. Imagine you play 61 hours of KSP2... that's below $1 / hour fun. Imagine you play 610 hours of KSP2... that's below $0.1 / hour fun. imag
  2. Hello, could some please check "All Y'all" there is a version conflict "11.6.4" is never than "0.11.17.1". Does that need to be fixed at CKAN side or mod version side? Maybe also ping @linuxgurugamer ? BR JebsSY
  3. Hello, I would like to put a similar feature request here: I would love to see an offset-mode, so that multiple KAL-Controllers inputs can steer the same motor. Imagine a Quad-Copter where 3 axis steer the RPM of 4 motors... There one needs multiple KAL-Controllers steer the same motor. One for yaw, one for pitch, one for roll. But for that we would need a possibility do accumulate input requests of multiple KAL-Controller into one target. If there would be an "offset-mode", where the editor line in the middle does nothing, on bottom line it multiples the current value by 0.0 an
  4. Is there something special regarding the VOR/ILS senders? For my GPP installation I did an MM Patch to remove the Kerbal Stations and add the Gael Stations, but I can't pick them up, yet... EDIT: Nevermind, edited MAS Config, flying in a RPM Cockpit... well... o.O BR JebsSY
  5. @linuxgurugamer Hey LGG, there seem to be a problem with the com-net detector. When putting this on to a new vehicle in a clean 1.61 install and default sandbox and then spawning this vehicle, it throws an argument out of range exception and destroys the staging menu (left) in the flight scene. I also had some problems with the timer. It was throwing an error/exception (not sure which) and was not working. However I can't reproduce this 100%. Maybe it was related. If you check the com-net detector issue one day, maybe put them all on a vehicle and spawn it. I like the possibilities o
  6. Hello @IgorZ I have two exceptions here, from KSPDEV... But as Nayah- says, he has the same problem even without KIS, so this seems not to be a KIS issue. And I think @whitespacekilla is spot on with his analysis. So it seems we need to wait for a KSP fix and maybe not delete launchpads until then... BR JebsSY
  7. @katateochi Thx for the nice mod. One question, would it be possible to move the settings.cfg into a subfolder called PluginData (CraftManager\PluginData\settings.cfg), so that ModuleManager ignores it and does not invalidate the MM-cache when the files changes? This helps to avoid unneeded MM patch cycles when restarting KSP which can make a difference of 1-2 minutes on highly modded installations.
  8. Hey LGG, I am getting some continuous LOG spam when on EVA and the RCS is on... it is spamming this line.... I think it needs something like a "if key pressed"-... can that be? BR JebsSY
  9. @LGG: Just FYI, the version in the ingame window title says 1.1.0.3. I assume that just got forgotten to update. BTW, thx for the maintenance!
  10. That's the question. I still wouldn't bet on that. I read here multiple times about the problem with the non working menu, I doubt everyone has a KIS item lying around. At least the described way is an easy way to reproduce the problem. But maybe it is still useful, to ping @IgorZ regarding this issue like shown in the video... @IgorZ We (I) have a problem, that the game bugs our when (1) putting a KIS item on the ground and (2) using a planet pack that deletes the stock launchpads while having (3) making history installed. Maybe just check my last post and take a quick look at this vid
  11. @Galileo I've found a way to easy reproduce the launchsite exception, which prevents load and save and main menu... Just use KSP 1.4.5 with MH and install GPP 1631 + KIS 1.14 (f.e. via CKAN)... then put a KIS Item onto the launchpad and try to save... bugged... Seems like a KIS Item need to be lying around for the bug... I made a video: https://www.youtube.com/watch?v=lKddXYyQQmU Hope this helps to debug... I am out of ideas, currently. EDIT: Wow, removing the line "removeLaunchSites = Desert_Launch_Site, Desert_Airfield, Desert_GroundObjects, Woomerang_GroundObject
  12. @Gameslinx @Galileo @Cooly568 Just wanted to say, count me in, having the same problem (LaunchSiteIndex - Argument Out Of Range ) but with GPP.... I removed dated quicksaves and kerbal konstructs, still after some specific actions the game is borked... can't save anymore, can't return to space center and so on... Made a demo video: https://www.youtube.com/watch?v=eZXhf30HWjo Its a relatively fresh game - science mode, but with around 100 mods. I wonder what messes around with the launch site list.... With Coolys information here it seems to be related to the Making History Expan
  13. The background mode of this tool does not work for me. So don't use the background mode. I use the attached batch. And it only helps, when KSP IS NOT YET in the windows cache... as soon as you started KSP once before, it IS already in the cache. I have a loop to load it back into the cache cause when recording video with OBS it seems that writing the video to the HD, it slowly flushes KSP out of the windows cache. The loop in the batch reloads it back into the cache (while it is still in the cache) ... so more like updating the "last accessed" value of the files to make sure they stay in
  14. But @makkz, do you know what I wonder? When do we get an update for 1.4?! (scnr) :-)
  15. @jrodriguez Never done that, yet and have few time to fiddle into new things, at the moment. And what I always wonder, does one really fork a repo to add a 2 line change pull request? Seems like a lot of overhead. It's really only the one added line in the first thing and the added /PluginData/ in the second.
  16. @jrodriguez Thx for the new release. May I suggest 2 small changes? In camtools.cs in front of line 954 one could add: if (audioSources.name.Equals("MusicLogic")) break; Which fixes the problem, that after using CT the music volume changes when zooming (view distance to the vessel). And in CTPersistantField.cs line 8 to: public static string settingsURL = "GameData/CameraTools/PluginData/settings.cfg"; And move the settings to PluginData. This special named folder is known by modulemanager and having the settings there makes modulemanger NOT invalidate the cache each time camer
  17. @stupid_chris Could it be, that real chutes sometimes do not take their configuration with them? I almost lost a EVE lander because it suddenly had the chutes on default settings vs carbon chutes at max size. But I am not totally sure if I maybe really accidently forgot to configure them, that time. I will do some testing, if I find some spare time. Things that could be problematic are for example (a) copy a chute in editor (b) taking it from a subassembly (c) remount it in flight to another vessel with kis (d) selecting multiple (non symmetric) chutes in the editor with action groups e
  18. 50GB? I use 200 mods and my KSP starts up with 9GB with normal texture size... over the session it grows up to like 20GB on my KSP 1.4.2 installl... but 50GB?! What have you installed?
  19. @Bombard Please include such wall of text at least in SPOILER tags... You need to change the number on "currentLoadout = 4" on the DRILLS (attention, other modules can also have converters, I think)... to find out the number you need, go in a new save, spawn a drill with the desired configuration, and then search for the number. Sidenote: CURRENTLY this list COULD match for drills, no guarantee, tho... and this numbering can change with a new version... 0 = Dirt 1 = Gypsum 2 = Minerals 3 = Substrate 4 = MetallicOre 5 = Water 6 = Hydrates 7 = Uraninite 8 = RareMetals 9 = Exoti
  20. @linuxgurugamer It's triggered by line 160 in \Src\CameraFilters\CameraFilter.cs.... I've disabled this line for me, for now. I had this log spam, too, but I cannot say in which szene. But the question is, why the mtshader (movietime shader, see lines above) is not loaded. I think this is (obviously) also the cause, why this camera mode is not working. Night vision mode seems to not work, too, that had typical green night vision filter on it, in 1.3.x. Unfortunately I have no time to dig into it, these days. EDIT: I've realized that all other shader files in my highly modded install
  21. I had problems in the editor, fiddling around inventory in multiple KIS containers and accidently clicked through the window onto the rocket. Could make a video, if needed. Have a highly modded install, tho. Should KIS inventory windows have a click through protection already? I saw LGG adding it to a mod in one of this twitch streams, was simple one "use" and then 2 time "search and replace"... One would have a dependency on click through blocker, tho.
  22. Comment out the TEXTURE LINE in the MODEL section.... MODEL { model = Squad/Parts/Resources/RadialDrill/TriBitDrill //texture = TriBitDrill, UmbraSpaceIndustries/MKS/Assets/TriBitDrill_YL scale = 2,2,2 }
  23. That would be great! Click through-problems hit me so often... Have a big ship... setting up multiple large KIS containers... clicked through... changed ship,,, didn't knew what you changed ... need to CTRL-Z ... all KIS containers empty again... very annoying. But hey, I managed to not throw out my computer through the window... \o/ Love KIS, tho.
  24. If you have Blizzys toolbar installed, you may need to add the button to the blizzy toolbar. Also you can try setting forceStockAppLauncher = true in DPAI Settings.cfg.
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