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SancthuaryID

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Posts posted by SancthuaryID

  1. On 3/18/2022 at 1:45 PM, Papa_Joe said:

    Good to know.  I'll look at the logic.

    Thank you. Hope this issue to get cleared, since I usually build small gun-optimized jet fighter with only IR missile without radar unit. Also for some reason once IR missile able to lock with radar lock, it will have 100% lock/hit , even with target aircraft beyond usual max missile range (like >20km) and spamming flares (although I only test it with Kerbalfield and SMI Missiles and Launchers's missile part, I will try using BDA's Sidewinder later when I got time)

  2. 15 hours ago, SancthuaryID said:

    Hi, did now all heat-guided missile required radarlock first? because if I just use any heat missile without radar-locking enemy aircraft first, it wont lock even inside <900m range, while after locking with radar suddenly it able to lock enemy aircraft, even after locking it I unlock the radar-lock. Tested using sidewinder and missile from SMI Missiles and Launchers.

    Also it seems AI still able to lock with IR missile, only player-controlled have this issue.

    From Git issue tracker, It same issue with #792 and #798

  3. 15 hours ago, RoverDude said:

    Need to see what you folks have in your GameData folder.    And your version of Konstruction is out of date for that version of KSP - you should at least be on 1.4, if not bleeding edge.

    https://github.com/UmbraSpaceIndustries/Konstruction/releases

    Also please try this with a clean save and nothing but the Konstruction install.  

    Thanks, latest one on github solved it

    image.png

    Also, maybe can update the link on spacedock, since it still 1.2, which make me though it was the latest version?

    image.png

  4. 16 hours ago, Baker_02 said:

    I have exactly the same problem after I added this mod with it's USI Tools all my command pods disappeared and my saved files got broken because of missing parts and after removing the mode everything got back to normal

     

     

    Samehere, my command pod nearly all gone with konstruction installed

    Screenshot-3.png

     KSP Log here (cant use pastebin, too big)

    However I unable to screenshot my gamedata, since I using mod manager2, which using virtual drive for mod, so it doesn't save at actual gamedata.
    I might try another time to test it again with usual mod installation at Gamedata

     

  5. On 4/27/2019 at 12:37 AM, goduranus said:

    How do I use GPS weapons? I use FLIR targeting ball, and click "To GPS", is a coordinate suppose to appear in the GPS Coordinator?

    for using GPS, on targeting camera select "Send to GPS" to add coordinate to GPS list

    "To GPS" is for set targeting camera to lock onto saved pre-selected GPS Coordinate

  6. On 4/18/2019 at 11:37 AM, Lisias said:

    I could not agree less. 

    I just installed the latests from my repositories (so I'm pretty sure I'm using the very same DLLs you guys are), then I did the tests from this issue:

    https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/issues/9

    And yes, it works flawlessly on KSP 1.7 with MH. Check your KSP.log for ERR ADDON BINDERS  or any other thing that could be prevented this AddOn (or dependencies) to work.

    — — post edit — — 

    The main goal of KSP is to overcome restrictions by better designs. Autostruts and the EAS struts helps on more complicated/unintuitive designs, but usually the problem is on the vessel's design itself.

    KJR is intended to allow huge Navy and Space ships, not to make the game easier - of course, no one is going to blame anyone for using KJR to "cheat" (your game, your rules) - but by then I think it's easier and better to just make the joints unbreakable on the Cheats Menu.

    By the way, I don't think it's fair to plain blame KSP by adding restrictions by design on the Stock version, and I don't think this will ever change in the future, no matter is KSP 2.0, 3.0 or 9.99 :) 

    About an official thread/support/CKAN, I can consider a formal orthodox release assuming the real magician (@Rudolf Meier) is not interested on it himself (he is the one that did the real work, not me). But, really, nothing would really change so I don't see a real, compelling need to do so.

    This thing is working, and it's currently the best fork I know for this job. And it's a niche job, so the intended audience would had to handle dependencies manually anyway on the remaining Add'Ons, that are not mainstream by now either.

    Any thoughts on this?

    Just in case someone wonder, this repo is working in 1.7 (exactly like Lisias write)

  7. On 11/21/2018 at 8:40 AM, Xd the great said:

    Did you change the key bindings? Perhaps wasd camera editor will help?

    Sorry for late respond (forget to reply) for the keybinding is not changed, still on default

     

    It seem due mod conflict, since I already try with reinstalling game while leave gamedata, and still unable to zoom

    The only fix I got is via totally reinstalling the game

  8. 45 minutes ago, blackheart612 said:

    It is, it's in the changelog on the OP and all download mirrors:

    Added Pontoon and Pontoon-Mk3S options for*
    *Mk3S1 Liquid Fuel Fuselage
    *Mk3S0 Liquid Fuel Fuselage
    *Mk3S1 Liquid Fuel Fuselage Junior
    *Mk3S0 Liquid Fuel Fuselage Junior

    Ah, the Mk3S0 is pontoon right :)

    I will check on my sph again

    Finally I can build seaplane again on my KSP :)

  9. On 6/22/2018 at 12:05 PM, scottadges said:

    Hello all. I'm having an issue and based on refining my installed mods, I'm wondering if the latest version of KJR for KSP 1.4.3 may be causing explosions when I attempt to dock craft. Of course there could be other interactions, but testing without KJR or anything that affects parts, there are no explosions. Add back KJR, and explosions.

    I'm using KJR from the version above: [Download link removed by moderator]

    Here's a snippet of my specific log during this test from when I attempted to dock. First, I docked the original Test Drone (noted as StPorts) then undocked, moved forward to redock, and bang.

    
    [LOG 13:57:09.165] Docking to vessel Test Drones StPorts
    [LOG 13:57:09.167] Something has docked to the active vessel. Waiting for LateUpdate...
    [LOG 13:57:09.171] Camera Mode: AUTO
    [LOG 13:57:09.177] Setting camera pivot to the new CoM.
    [LOG 13:57:09.212] Trajectories: Initializing cache
    [LOG 13:57:09.744] Reference Frame: Rotating
    [LOG 13:57:15.764] Trajectories: Initializing cache
    [LOG 13:57:15.768] [ModularFlightIntegrator] MFI Start
    [LOG 13:57:15.768] [ModularFlightIntegrator] Start. VesselModule on vessel : 
      ModularFlightIntegrator
      BetterBurnTimeData
      CommNetVessel
    
    [LOG 13:57:15.786] [F: 11774]: dockingPort2 collided into dockingPort2 - relative velocity: 0.1208398 - impact momentum: 0.0
    [LOG 13:57:15.787] dockingPort2 Exploded!! - blast awesomeness: 0.5
    [LOG 13:57:15.794] [dockingPort2]: Deactivated
    [LOG 13:57:15.799] [ModularFlightIntegrator] MFI Start
    [LOG 13:57:15.799] [ModularFlightIntegrator] Start. VesselModule on vessel : 
      ModularFlightIntegrator
      BetterBurnTimeData
      CommNetVessel
    
    [WRN 13:57:15.804] [DockingNode]: other node is null!
    [LOG 13:57:15.815] 1 explosions created.

    As a control, without KJR and the same mods loaded, I can dock the standard ports and large ports no problem.

    I'm wondering if anyone has experienced explosions of parts when attempting to dock? This actually also affects the other parts on my test craft. It seems just bumping into them causes major explosions.

    For reference, here's the rest of my mods:

      Hide contents

    Alternate Resource Panel (AlternateResourcePanel v2.9.3.0)
    AutoAsparagus (AutoAsparagus 1:v2.2.11)
    BetterBurnTime (BetterBurnTime 1.6.1)
    BetterTimeWarpContinued (BetterTimeWarpCont 2.3.10.1)
    ClickThrough Blocker (ClickThroughBlocker 0.1.6.5)
    Community Resource Pack (CommunityResourcePack 0.10.0.0)
    Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.3)
    Community Trait Icons (CommunityTraitIcons v1.0.0)
    Distant Object Enhancement (DistantObject v1.9.1)
    Distant Object Enhancement default config (DistantObject-default v1.9.1)
    Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.8.2)
    Easy Vessel Switch (EVS) (EasyVesselSwitch 1.6)
    Editor Extensions Redux (EditorExtensionsRedux 3.3.19.3)
    Environmental Visual Enhancements (EnvironmentalVisualEnhancements 2:EVE-1.4.2-2)
    Environmental Visual Enhancements - Stock Planet Config files (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1)
    HangerExtender (HangerExtenderExtended 3.5.3.2)
    HyperEdit (HyperEdit 1.5.6.0)
    Interstellar Fuel Switch (InterstellarFuelSwitch 3.6)
    Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.6)
    Kerbal Alarm Clock (KerbalAlarmClock v3.9.1.0)
    Kerbal Engineer Redux (KerbalEngineerRedux 1.1.5.2)
    Kopernicus Planetary System Modifier (Kopernicus 2:release-1.4.3-2)
    KSP AVC (KSP-AVC 1.2.0.2)
    MechJeb 2 (MechJeb2 2.7.3.0)
    MechJeb and Engineer for all! (MechJebForAll 1.3.0.2)
    ModularFlightIntegrator (ModularFlightIntegrator 1.2.5.0)
    Module Manager (ModuleManager 3.0.7)
    Outer Planets Mod (OuterPlanetsMod 2:2.2.1)
    Patch Manager (PatchManager 0.0.16)
    PlanetShine (PlanetShine 0.2.6.1)
    PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.1)
    Portrait Stats (PortraitStats 17.0)
    Precise Node (PreciseNode 1.2.9.1)
    RCS Build Aid Continued (RCSBuildAidCont 0.9.7.1)
    scatterer (Scatterer 2:v0.0331b)
    scatterer - default config (Scatterer-config 2:v0.0331b)
    scatterer - sunflare (Scatterer-sunflare 2:v0.0331b)
    SmartStage (SmartStage 1:2.9.11)
    TAC Fuel Balancer (TacFuelBalancer v2.18)
    The Janitor's Closet (JanitorsCloset 0.3.4.1)
    Toolbar Controller (ToolbarController 1:0.1.6.10)
    Transfer Window Planner (TransferWindowPlanner v1.6.3.0)
     

    UPDATE:

    After more testing, I thought I'd try using the KJR file that was provided for 1.4.2: [Download link removed by moderator]

    Same set of tests, but no explosions this time. So probably a) using the 1.4.3 version with my mod configuration or b) using the 1.4.3 version and there's some random bug in there?

    Anyway, would love to hear if anyone else had these kinds of issues?

    Well,  I also experience this, especially with big parts ( seems due floating point error from my last log )

    I will try with KJR for 1.4.2 :)

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