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Rantanplan1986

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Posts posted by Rantanplan1986

  1. 31 minutes ago, hieywiey said:

    I've driven right next to an anomaly with the signal detector, but it doesn't do anything. Am I doing something wrong? I have the dish and BTDT deployed.

    afaik the BTDT just makes the "Anomaly" marker to "Monolith01" on the map when using scansat. Never realy tried the dish though, but it never really worked for me when i tried scanning the monolith next to the runway. ("No anomalous signals detected")

  2. On 22.10.2016 at 6:47 PM, Galileo said:

    I need some feed back from Mac and Linux users.  I THINK I figured out what was causing the strange "PINSTRIPED EFFECT" but I won't know until I hear something back from you guys. If I didn't figure it out,  I'm sorry in advance but have some peace of mind that I am not just forgetting you guys. I want to figure it out as much you do. 

    Hopefully I fixed this issue. 5jw6UeV.jpg

     

    Hmmm...i came here to report a quite similar problem, but on Windows.

    I'm getting some sort of scanlines when in KSC or Flight view, but map and ts view are fine.

    I took some Screenshots (and the output_log file).

     

    Maybe its a conflict with SVE since i use this too. (can i have both? i want all that sweet eye candy :D)

  3. Hi there,

    its me again and i found something unusual again, this time in flight. :D

    This time its the TWR display in the "Vessel" tab while in flight.

    I took a few Screenshots.

    In summary: first i noticed that the TRW-Display in the "Vessel"-tab showed 0/450(-ish), from a running science-mode game craft (which it had not tested by a short burn), counting down fast, so took some screenshots (the first 4 pictures). 

    I started a new sandbox game and build 2 testcraft where are the rest of the pictures are from. First i thought the tremendous amout of TRW was a glitch from switching to and back from Trackingstation but as it turs out it wasn't, but some other weirdness happens.

    TRW in the display was rising slowly without using any resources to make the craft any lighter. 

     

    Let me know if i can provide any additional logs or files (while its the display while in flight i'm not sure if any log contains some useful information)

  4. Hey there, quick question about the ExoKerbol Core Drill. Or better its Animation.

     

    I read somewhere (i can't recall where exactly) that it can reorient itself (or its head) to reach the soil and has some limitations in terms of up to which angle it is possible for it to do so and is to be considered to be necessary for it to reach the soil to collect a sample

    Iirc it does so in 1.1.3. not necessarily while just performing a systems check in the SPH/VAB but when actually collecting a sample on a surface.

    Well, it doesn't do it anymore (just going straight forward) but gives you science anyway. I took a few a few pictures.

    Am I wrong about this or have it mounted wrong, or is there really a hiccup in its animation?

     

  5. 2 hours ago, Padishar said:

    I don't have that mod and it may take me a couple of days to get around to installing it.  In VAB screenshots, you should always click the "All Stages" button in the build engineer.  This will cause the window to also show those stages that have 0 deltaV and this can be a great help to work out what is happening.  Those logs are unlikely to show anything useful for deltaV calculation issues.  To make the logs useful you need to click the Settings button and then click the "Verbose Simulation Log" button.  This will cause the deltaV calculation code to dump a lot of information about the vessel and how the calculations were done into the log.  Do this in each of the situations you want to show and then upload the output_log.txt file from the KSP_x64_Data folder (not either of those other logs).

    Do you know what happens if either the fuel tank or the parachute (assuming it lets you) is the root?

    One other thing you could try is after setting a different part to be root, detach all the fuel tanks from the new root part and then reattach them.  This may reset some of the fuel flow system (this used to be required when rerooting in earlier versions and I'm not sure if it was fixed in 1.2 so giving it a try can't hurt).

    One other thing, you have a large amount of mods installed.  Are you sure that they have all been updated to work with KSP 1.2?  Even a single plugin not specifically built for 1.2 can cause problems for other mods and/or the stock game code.

    Ok, second try. Screenshots here (this time i also put descriptions) and the Output Log File.

     

    All my mod were released for 1.2. Nevertheless. some of the are the first iteration or are simply recompiled to work with 1.2 and surely have their own quirks and bugs. One of it might even be the root cause for this, but you ask to report any flawed behavior of KER, so i did. :)

  6. On 17.10.2016 at 1:36 PM, Padishar said:

    Here is a test build of some simple changes that should improve a number of cases.  If you see log spam or obviously incorrect calculations (that don't involve tank priority) then please post useful information here, e.g. complete (zipped) logs, mod list, screenshots of build engineer in "All Stages" mode, craft file, etc.

    https://www.dropbox.com/s/fd6m86xg5sxdm1t/KerbalEngineer-1.1.2.1p.zip?dl=0

    This is simply the built version of my PR #105

    Hi there,

    i found a quirk while using KER and while i'm using a dev/test-build, i thought i might tell someone.

    It happens when using the SkyCrane part from USI-Kolonization mod. If SkyCrane is the rootpart of the vessel the vessel-stat show normal in the VAB, but when it is being rerooted (e.g. to a probecore) and another part is added (the vessel-stats are updated/recalculated) they vanish. When SkyCrane becomes root again and the stats are recalculated they show again.

     

    I made a small series of pictures here for illustration. Also the KerbalEngineer.log and the KSP.log if you deem the useful.

  7. I changed the fuel from the left nosecone tank, small tank and the middle big tank without a problem, but as soon as i right clicked the right nosecone tank this happens:

    hJqAIYr.png

     

    Find the corresponding Log-file here

    After that no right-click menu works anymore (not only tanks, all of them). When the vessel is saved and you leave the VAB and enter it back again (and load the vessel) right click menu work again. You can even click the right cone tank. but after a few other right clicks on different tanks the error occurs again.

     

    I'm not even entirely sure that its fuel-switch fault. If not, tell me, so i can report that issue to the related mod-post.

  8. 43 minutes ago, Rokmonkey said:

    I appreciate you making these fixes while the mainline gets worked on the background.  I am curious if you have noticed (or anyone else who has been using the early releases), the toolbar in the lower right in the VAB vanishing.  It responds to clicks but it can't be seen and the text disappears from the contract and engineering report windows.  I've done tests and found that it's KER but I can't say for sure if it's only KER or just it's interaction with all the other mods.  I did notice it when only KER was being used during the 1.2 pre-release however.

    This is the Support-threat for that flickering issue. As for now its highly likely that a high part-count is causing this unrelated to a specific mod.

     

     

  9. 4 minutes ago, Torih said:

    @Rantanplan1986All the dmagic/US parts are in those construction branches. I've mentioned it to dmagic but he says that's the way he wants it.

    I just manually edit the dmagicCommunityTechTree.cfg in the resources folder to move them down to the corresponding electric/sci nodes. Here is mine: https://www.dropbox.com/s/frprtp80ts6zdug/DMagicCommunityTechTree.cfg?dl=0

    Thanks, and good to know. I'll take a look at your changes :)

  10. Finally i can science again (i love that parts) :D

     

    While Universal Storage been updated recently i load up a new game for testing, i came across an oddity:

    In the Stock Research Tree the US-"Science Jr." is found in the "Stability"-node (for 18 science), while the regular "Science Jr." is found in the "Basic Science"-node (45 Science) (along with the US-"Science Bay").

    Might be intentional, but i'll guess there was a mix up between that two. 

    In the Universal Storage post I have been told that this is a DMagic Orbital Science part.

  11. Yay its here much appreciated, can't wait for US2..keep up the good work.:D

    And as soon i load up a new game for testing, i came across an oddity:

    In the Stock Research Tree the US-"Science Jr." is found in the "Stability"-node (for 18 science), while the regular "Science Jr." is found in the "Basic Science"-node (45 Science) (along with the US-"Science Bay").

    Might be intentional, but i'll guess there was a mix up between that two. 

  12. 47 minutes ago, JPLRepo said:

    What part upgrades would people like to see for the TAC LS parts?

    Hi there,

    At first, i like the mod very keep it up :)

     

    As for upgrades, first thing that comes into my mind is the converter becoming more efficient over time (e.g. lighter, better conversion rates). As for balancing they could start of slightly worse than now and become slightly better than now.

    Also i don't know if it possible to mess with resource behavior, but food could become more nutritious (from your packed lunch-bag to the handy all-you-need-a-day Soilent K bars) by providing more food units per mass.

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