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dok_377

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Everything posted by dok_377

  1. That was the exact reason for my hesitation to ask about it up until this point, I was expecting this exact reply. It's fine, after all it's my own decision to play the outdated version of the game. You can't have it all, there will always be something missing.
  2. Oh, it would also be good if this fix had an option to make all the groups be extended by default.
  3. That might actually be a bit of a stretch, but maybe it is fixable externally. There's a bug with asteroids on several versions of the game, it consists of asteroids being unable to decrease mass as they're being mined. The text from the bug tracker goes as follows:
  4. By the way, a bit unrelated, I'm just curious. If I'm installing this mod on 1.10.1 and not disabling any patches from 1.11 & 1.12, they will just not apply to my version without any side effects, right? It's a bit tedious to go through each version and individually add new patches to my disabling MM file otherwise.
  5. @Gotmachine This version breaks something in the editor (game version 1.10.1). When I switch the symmetry mode, the game just starts spamming ghosted version of the part that I'm trying to place with a lot of errors in the console. Reverting to KSPCF 1.17 fixes the ussie. KSP.log: https://drive.google.com/file/d/1tAW8SPknb-cQKLfNS2BWSTwMZ77pyVeC Player.log: https://drive.google.com/file/d/15joPMHrboJRMs4EfUvSguAmdYfJgrAbZ
  6. I did that myself a lot of times, but never had that bug happen. That's why I said it's inconsistent. The only time it was 100% consistent was back in the day when somebody landed a bit rough and left like a piece of a broken solar panel on the ground and then lifted off without timewarping (which makes debris disappear). Then it got officially fixed. That might have a connection with the bug that we have today, it might be the same thing, just happening differently.
  7. There's also the occasional LANDED stuck state, when you lift off and go to orbit, but the game still thinks the vessel is landed. Don't know how easily it's fixable, if at all. Reproduction might also be difficult, as far as I saw, it's inconsistent.
  8. No, stock game. Doesn't really bother me that much, just wanted to see if it was what I thought it was.
  9. I noticed a long time ago that when you initially spawn a vehicle from the editor and start moving across terrain, the scattering is not being updated. The scene will have some trees already spawned around the vessel, but the new ones will not spawn as you move around the terrain until you switch the scene. Will this fix resolve that issue as well or is it something completely different?
  10. Subpar quality of the last two updates, 1.11 & 1.12, including performance losses. Will not go into much detail, lets just say that they are extremely bloated and poorly made. And no, I don't have old hardware, it's entirely on the game's side of things. I ran a lot of comparative tests and they just run worse than 1.10, especially with mods, this is something that I'm not willing to accept. I even had to stop my newly started career game in 1.12 because I started noticing irregularities, which led to this unfortunate discovery.
  11. That's fine, as I see it this mod is aimed more at video creators anyway, for a regular player like me sound doesn't matter that much in the game, it will be overtaken with background music/video most of the time.
  12. @ensou04 Does this version of the mod not work in 1.10.1? I'm getting this error as soon as I launch something, there's no sound at all, the button doesn't work either. Version 0.7.2 works just fine. KSP.log: https://drive.google.com/file/d/1NnvwdXgcJbtkqZ-sVDdhoyEz-ArEL_bB Player.log: https://drive.google.com/file/d/1DUXWRmgaNGr5Y7bFF9_A7PVKrFqNPdWB
  13. Now I'm wondering if it's possible to do a proper 3D aurora shader with this kind of tech. The 2D auroras looked good only in very strict conditions. It's actually relatively easy, won't have it for the first release though to keep it manageable
  14. I wasn't really going into the direction of asking for fixes from you, just a piece of conversation. As for the fixes mentioned above, oh man, believe me, I know about this mess. I personally reported a decent chunk of these problems with varying success in getting attention/fixes from the devs. Heck, it took them several major versions of the game to fix a goddarn long-standing symmetry issue with servos. The robotics in general didn't really work as intended right from the beginning, there is always something breaking to this very day.
  15. You're quite right, the game indeed has that bug. Sometimes when you return to the craft, some servos will just act like they don't have a motor engaged, even if they do. I think it even happens when the robotics are locked. The only way to fix that is to disengage the motor and then engage it again. Happened with my station quite often, don't really know what's the cause of it. Yeah, I believe this is the same thing I was talking about above. The same cause probably. Happens with stock too.
  16. The TAA is eating them up pretty hard it looks like, especially on the second screenshot, the lower clouds. And they also have something that looks like an outline of sorts? On the lower parts of the clouds.
  17. Looks like by fixing something mod related, you broke something in stock. On the looped robotics this happens: KSP 1.10.1, this behavior started happening right after this release (KSPCF 1.12.2), KSPCF 1.12.0 doesn't have that behavior. Logs don't say anything at all, there are no related errors.
  18. I don't think it really matters that much, any shadow map will do, especially if it doesn't destroy the performance. It's just a bit weird without shadows. Amazing job by the way, good to see that you are actually making proper 3D clouds work. Some time ago I couldn't even believe it was possible in the game.
  19. Is there going to be shadows from the clouds on the ground like it is right now with 2D layers?
  20. @Gotmachine I'm trying the new version on 1.10.1 and can't even load the game properly. When I'm trying to load the game with some mods, it just hangs on a texture from KAS: Then I remove KAS and it hangs on a texture from Making History dlc: Both of the textures are normal map textures. Don't know if that has something to do with anything. Update: apparently there is something. The game seems to only hang on texture names that end with NRM.png, even on the clean install. Here are the things: KAS Hang KSP.log: https://drive.google.com/file/d/1jyNXmHLAKFE2WEZK85_mlAxKPXFD5AZm KAS Hang Player.log: https://drive.google.com/file/d/1s9gQQ92ZhO480yzmG3rk1V3u5vkNIyZR Making History Hang KSP.log: https://drive.google.com/file/d/1jbDS---X6BXFeRBPd7YJcwNKagHpJ3ST Making History Hang Player.log: https://drive.google.com/file/d/1gWqpuWz2xm3H63oQnDm6qprkp2fi9y6C There's definitely some stuff happening at the end of these logs.
  21. Thank you! For some reason the forum decided I'm going to be the only person not properly tagged. Good thing I check this thread from time to time.
  22. @Gotmachine I just came up with another idea for a QoL improvement. You know how on fairings you can press the button for the fairing to not open when you mouseover it? It gets reset each time you reload the craft file. Would be nice to have it remember the setting, that would help immensely with crafts that have a lot of fairings on them.
  23. Is it possible to add the fov of the cameras to the client? Right now all the cameras when viewed on the desktop client have the same fov, but in the game each camera has a different one.
  24. Oh, that's actually interesting, I didn't know about this. Thanks for the quick fix.
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