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dok_377

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Everything posted by dok_377

  1. Do not delete old parts if you playing career though. Some of the recovery and rescue contracts still spawn those old parts. I have seen the old mk1 capsule several times during rescue missions.
  2. Here's a link to output_log file: https://drive.google.com/file/d/1Rvnsk_HG93MxlBOoDKKL4YkM82CwKZlS/view?usp=sharing Some new info: it looks like it breaks only it you have orbits hidden when you dock. When they're shown it works fine.
  3. Also, I found these ones in the output_log, maybe it could be useful. I can upload the whole thing somewhere if needed.
  4. Okay, I found another bug. When you dock something together, Too Many Orbits stops working as intended. When you hit F8 to disable orbits it does indeed disable them, but only until you exit the map mode. When you open the map mode again, orbits are enabled (even though when you press F8 again it says "orbits shown", so they are supposed to be hidden) and it throws a nullref in the console. After this happens, it enables the F8 button in flight scene, but that doesn't do anything by the look of it. And for some reason it input locks buttons C and V when it breaks. You can't press them until you clear input locks. The only way to fix the whole issue is to restart the game, I think. But it will happen again when you dock something. This is what NREs look like:
  5. Was just about to ask about log spam, but I see it is already fixed. Thank you LGG.
  6. I just hope we will see some of the robotic fixes in the 1.8 as well. Most of the bugs were fixed, but there's still quite a few that need attention. Hinge infinite EC drain at 90/-90, for example. And if you manage to somehow take your time and make clouds, then it will be as good of an update as the robotics dlc.
  7. Dont't know the reason, but can confirm, I just had 12 fps after teleporting a craft with ~230 parts to the Mun orbit. After some testing it turned out that this was caused by Kopernicus.
  8. Oh, so it works with surface features. Nice.
  9. When is the new kerbal rock pickup animation playing? In what circumstance?
  10. Is that picture from the internal Squad network? It doesn't show it on the forum and when I tried to open it in the new window, it just redirected me to kerbalspaceprogram.slack.com and requested a sign in.
  11. Some explanation from @JPLRepo that was posted during @Rocketology's stream. Maybe this will help a bit.
  12. Just add the ability to lock/unlock the robotic parts via KAL-1000 and it will be priceless.
  13. But what does it do? It enables eclipses or what? Since the release of Breaking Ground this option remains a mystery.
  14. Oh, I hope it does only that. I will wait for another release from Thomas, but if there's nothing that can be done about it, then I will use this workaround and pray it doesn't break anything. It doesn't look like it, but under the hood - who knows.
  15. You want to hear something funny? I renamed the file from Trajectories.bin to Trajectories.dll and IT WORKS. The game loads fine and Trajectories seem to be working too. But it can't be that simple, can it? I cannot even imagine how much breakage that can cause down the road.
  16. Same. But I kinda don't want to just delete the mod that I use constantly. Maybe there's a solution for this.
  17. Am I the only one that has Kopernicus stuck on the Trajectories.bin loading?
  18. Autostruts worked this way straight from 2016. If that's not how they meant to work, it took WAY too long to "fix" it. Even though it seems logical now (no magical struts through the air), we need a word from Squad on this one, just to be sure.
  19. We might not like it, but it may be intentional, who knows. I tried asking JPL during EJ's stream, but never recieved an answer. I certainly don't like this change and changed my feedback on the tracker to a bug report.
  20. Yeah, I don't want to start anything bad. Just want to know the reasoning behind this change and if this is a bug or not, that's all.
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