Michel Bartolone
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Posts posted by Michel Bartolone
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On 12/31/2020 at 12:13 AM, OmenRa said:
Similar (not identical) issue. I did a new install of 1.11 with the latest BG. I tried installing a few mods, they seemed to work. When I got to MechJeb2, the system said it was installed, so wouldn't install it. I did another full fresh install of 1.11, and the latest BG, again. I installed a large number of mods, including MJ2. All of the mods installed _except_ MJ2! Note that ckan _thinks_ it installed MJ2, but there is no MechJeb* directory in the GameData folder. I manually extracted the contents of the MJ2 dev distribution, and then copied the MJ2 dir to GameData and now MJ2 is working. I'm not sure if it is an issue with ckan, mj2, or both, or if some other mod is causing it to not install properly. And note, I said this was a completely fresh install!
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2 hours ago, goldenpsp said:
just to be sure, what does your gamedata folder look like? It can be the case sometimes when parts don't show up, the mods are not put into the gamedata folder properly.
Good call! Most of the mods are not in the Game Data folder! I'm going to reinstall the game, the DLC, and the mods, then I'll copy my save folder over and see if that helps.
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3 hours ago, goldenpsp said:
Double check the install maybe? I'm running 1.11 with the lasted dev build of MJ (1036) and it shows up and is working fine.
I did that already. I uninstalled all of the mods first...then I reinstalled. Still got nothing.
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This is totally weird. I installed a new copy of KSP 1.11 with the latest BG. I installed the mods I wanted, including MechJeb2 dev. I then run KSP, and to check things out I go into sandbox. MechJeb isn't there! Nothing in the log about MechJeb either. Maybe I'm missing the right log, but I don't think so. Any suggestions?
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On 12/22/2020 at 12:33 AM, jimmymcgoochie said:
Not a bug- if you set the navball to target mode it will display your vector relative to the target- this moves the prograde/retrograde markers to show what direction you’re going relative to that object, not whatever you’re orbiting.
Although it’s hard to be entirely sure from your description, can you post a screenshot(s)?
That sounds like it, but why not just use the target/anti-target markers?
EDIT: That IS the issue...I still don't know why they don't just use the target/anti-target markers.
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Installed 1.11.0 with these mods:
BreakingGround-DLC (BreakingGround-DLC (unmanaged))
Craft Manager (CraftManager 1.2.0)
Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1)
Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.5.1)
KSP Logger (KSPLogger 0.6.0.3)
KXAPI (KXAPI 1.2.0)
Phoenix Industries (PhoenixIndustries 1.7)
Planet Wiki (PlanetWiki 1:4.1)
Space Age (SpaceAge v1.1.1)
VariantPersist (VariantPersist 1.1)I'm trying to rendezvous with another craft. Launch goes fine, I end up a couple of km behind my target, before circularization. My pilot is only level 1, but can point prograde/retrograde, and can hold the current orientation. When I click on the prograde widget, my ship is now oriented about 45 degrees towards radial out, from retrograde, no where NEAR the prograde marker. I think this is related to setting the other ship as a target. rather than giving me a target marker on the nav ball, it switches to the prograde/retrograde markers. Also the normal/anti-normal markers go away.
Has anyone else experienced anything similar? Bug with a mod, or with the game? -
On 12/18/2020 at 3:39 PM, Minmus Taster said:
Yes me to.
Honestly kind of depressing.
I started a new fresh install of 1.11.0 with the latest BG. One of the first things to do is get out of a command pod on the launch pad at the KSC, and plant a flag...the flag there also falls over.
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I have my KSP installation on an internal SSD. It loads much faster, but I'm also aware that it is best to move frequently written/rewritten files moved out of the SSD, and onto an HDD. My question is, does anyone have a list of which files would be best to put onto an HDD, and if so, are there any mods, to speed up the setup of that sort of configuration? Something that moves the required files to a specified location on the HDD and then creates the required symlinks/shortcuts to those files? I'd assume the logs should get moved if possible, and perhaps the game saves. Is there anything else that anyone thinks should get moved? (Maybe in KSP 2, they could give us a built in option to do this during the installation!)
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2 hours ago, Just Jim said:
If you are running mods, then it may take the mod-makers a few days to get them updated. I am sorry about the inconvenience, but please be patient. Our mod-making community is awesome, and are great at getting them updated as fast as they can.
I know all that, and wasn't picking on the mod-making community. I'd think that S.A.V.E would be pretty safe though, and to have a UNITY crash while doing a backup seemed pretty lame.
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Well, that was disappointing. I downloaded and installed the 1.10.1 -> 1.11 patch and the Breaking Ground update, started KSP, got a few warnings about incompatible mods, decided to continue, but run a S.A.V.E backup, and got a unity crash during the backup...
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3 hours ago, RealKerbal3x said:
A couple of weeks maybe?
Thanks. That is about all I was expecting. I'm just waiting on doing much more in KSP until this 1.11 comes out (possibly 1.11.1 since there are usually things broken in .0 release in virtually every software I've ever used.)
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Anyone have a new best guess at a release date for 1.11.x?
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19 hours ago, DunaManiac said:
It's pretty sad that it got delayed, but I hope that to compensate they increase the amount of updates that they make so we won't be bored while we wait.
Two different groups...
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Look at the new features that are actually delivered and then determine what I want to play with first.
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This one bothers me as much as any of the bugs in the game...I would have thought it would have been fixed by now, since this has been happening (according the posts in the forums) for at least 7 or 8 years. Still happening, on 1.10.1.
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23 hours ago, etmoonshade said:
I'm not in a place in my game where I can double check, but are you sure you're entering a percentage, and not a value in liters? I seem to recall everything working in tank volume rather than percentages...
Yes, I am sure I'm entering percentage. I click on the m3 to switch it to % before I try entering numbers
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Things have changed a bit for me. First, I backed out CC completely from my 1.9.1 install via ckan, so it removed AT-Utils as well. Verified that tank looked normal. from the command line, I installed CC 2.5.0.1. I still can't edit the tanks...I get the new GUI?!
Next, I noticed that the one other mod that was keeping me from moving to 1.10.1, had been updated. So I removed CC from 1.9.1, made a copy to upgrade to 1.10.1, and did that upgrade, including installing the BG DLC latest version, then went into CKAN, upgraded the mods I needed to upgrade, and installed CC. OK, it works...sort of.
I have the edit tank button, I click it and get the new gui. I delete the existing tanks, I attempt to add 20% battery and it turns the value red and greys out the (+) button.
I tried 1% and that was still valid, so I changed the value to 2%, kept that up, to 4% and it still worked, but I can't seem to get it to let me enter a value greater than 4%, _unless_ I click (MAX)...or (1/2). So I played with that a bit. I can only input values up to 4%, but if I add a 4% monoprop tank and 4% battery, and then do (max) LFO, and exit the gui, that is what I have....but if I then do edit tanks, remove the mp tank and add a liquid chem tank using (1/2), it only attempts to add a tank with 1/2 of the remaining volume. I think that is correct. Using the 1/2 button and various config changes (delete, add 1/2, add something else with max, remove the one set to 1/2, add the same using 1/2, add something else using MAX etc) I can make a tank that is close to what I want, it is just a bit clumsier than being able to set the units to % and putting in the sizes I want.
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3 hours ago, allista said:
The problem is with testing. KSP loads so slow that checking everything on more than one version is beyond my capacity and available time.
I really wish I could have some QA automation, some smoke tests that would at least check that everything loads without errors in the log. But not with 3D games...
Oh I get that...I work in IT (for most of the last 40 years). Not beating up on you at all! I'll see about rolling back to the most recent version that worked for me.
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2 hours ago, allista said:
Oh well...not your fault...I'll just have to stop playing for a while. A couple of other mods that are critical to the way I play are not yet available for 1.10.x (and I'm not sure when they will be).
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3 hours ago, allista said:
Unfortunately even with Dropbox app I cannot download your files. Please, zip them.
I'll do that shortly, but...I just did a clean install of KSP 1.9.1, and then installed ConfigurableContainers, its dependencies and the couple of suggested mods. Nothing else. I started a new SB game in that instance, and I get the same result...I get an edit button, I get the popup, but the tank is shown as empty, and I cannot add anything to it. That log is here: https://www.dropbox.com/s/88qw9ebvxk3movg/Player.zip?dl=0
The other logs are now in this zip file:
https://www.dropbox.com/s/q1ane5zanekcxwz/KSP_player_logs.zip?dl=0 -
19 hours ago, allista said:
Version 2.6.1 for Kerbal Space Program 1.10.0
Released on 2020-07-30
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Parts
- Hangar: allow surface attachment of all the containers
- Fixed CC behaviour in symmetry groups
- Fixed resource amount update when tank volume is changed (by APR or TweakScale)
- Fixed part cloning when the part is resized by TweakScale
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Fixed UI not showing when the
VolumeConfigs.user
file is absent - Using bundle shipped with AT_Utils
Hmm...this was released for 1.10.0, and I think it should probably work for 1.9.1, but for me, it isn't working. If anything this made things worse.
Where, on the previous version, adding the VolumeConfigs.user at least let me add a 1% of anything, after removing the existing tanks, the newest version does give me the popup, BUT, the tank is empty, and I can't add anything to it.
I've tried doing an uninstall of ConfigurableContainers (and the things CKAN said should go away with it) and then a re-install, then added the VolumeConfigs.user, with the contents described previously, and I verified the file name is correct (no phantom .txt extension) and I still can't do anything.
I click on the edit tanks button, and the gui comes up, but, as mentioned above, the existing tank shows as empty, and I can't add anything to it.
I'm attaching the various player.log files.
I know Allista is away for a couple of weeks...so I MAY go and try to build a whole new 1.9.1 installation, and try installing only ConfigurableContainers to that, to see if it works or not from fresh.
Here are the player.log files at various points in the re-install process:
https://www.dropbox.com/s/zml75tnfbq1z8r0/Player after CC Reinstall.log?dl=0
https://www.dropbox.com/s/i4ic64sq4kdzs44/Player after CC uninstall.log?dl=0https://www.dropbox.com/s/33sehcjvors5k0n/Player before CC Reinstall.log?dl=0
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Parts
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2 hours ago, allista said:
Tried to release yesterday, but during final checks found a nasty issue with symmetry counterparts.
So let's say, if all goes well, then tonight. If not, tomorrow night, bugs or not; because then I'll be absent for two weeks...
Thanks much for setting reasonable (on my part) expectations. Assuming you're going on vacation for 2 weeks, have a great time!
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I know the 1.10.1 patch was just released yesterday, so this is not a "hey I want it now!", just setting my own expectations...first, did the fix you were expecting make it into the 1.10.1 patch? Second, (setting expectations because I don't know how much time you have to work on this) are we looking at a day, a week, a couple of weeks? a month? More?
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Not pushing, just setting my own expectations, when might we see the fixes released on CKAN (or on GitHub). If you say a half day, that's fine. If you say a week, that's also fine. As I said, just trying to set my own expectations.
How to repair in orbit?
in KSP1 Technical Support (PC, modded installs)
Posted
I tried posting this a few days ago, but still don't see it here. I've got a very similar problem. However, I _can_ select the part to repair...it says I need (4?) repair packs. The engineer has the 4 repair packs and a power screw driver, but there is no way to apply the fix packs...it just tells me I need 4 of them.