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The-Grim-Sleeper

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About The-Grim-Sleeper

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  1. Not at all; it is more like a twitch I got when I tried my hand at making a GUI a long time ago. Initial development of that caused a lot off lag, because the 'put info from gui into memory'-step would run way to often. My quick fix for that is to make a button that does that job specifically. But a lot of users would get frustrated that some of their input was 'forgotten' because they were accustomed to more advanced GUI-stuff that I could not provide or understand. So I got a lot of emails and had to respond allot with 'it works fine, you just didn't do the thing'.
  2. I can confirm that in version 1.11, parts placed in inflight construction will form recoupler-joints, after the recoupler menu is opened and the settings applied. 100% in line expected behavior: the links will be made once the player says they should. (pics in spoiler below) It is also possible to remove links using the existing system. It is also possible to deconstruct parts after the recoupler-joints have been removed. Removing a part that has recoupler-joints active (but in stock ksp would not have any attached parts) will cause instant kraken. (Removing a part that has attached parts
  3. I've seen people engage AI-flown craft. Is that hard to set up?
  4. Are there any example craft or prefab targets to test if the combat craft I'm designing are actually any good? Is there an easy way to prevent hostile targets from blowing up a craft on the runway? Or some way to set up a testing zone a short flight away from the KSC?
  5. I tried using the mod 'FAR v0.15.11.4' with the mod 'Trajectories v2.3.3' on KSP 1.10.0, and there is 'stuttering' during flights. A brief look at the logs shows some sort of casting problem. Google drive link to 'Player.log' text file. https://drive.google.com/file/d/1xkmiGlzFhucQhzRrOH93MKGq8DGgorFp/view?usp=sharing In my case, this is a not a pressing issue. So consider this as an FYI to others who may encounter the same problem. I have made a post on the 'FAR continued' topic as well.
  6. I tried using the mod 'FAR v0.15.11.4' with the mod 'Trajectories v2.3.3' on KSP 1.10.0, and there is 'stuttering' during flights. A brief look at the logs shows some sort of casting problem. Google drive link to 'Player.log' text file. https://drive.google.com/file/d/1xkmiGlzFhucQhzRrOH93MKGq8DGgorFp/view?usp=sharing In my case, this is a not a pressing issue. So consider this as an FYI to others who may encounter the same problem. I have made a post on the 'Trajectories' topic as well.
  7. I can confirm that KSP 1.10 does not like something about using SimpleLogistics and the breaking ground part 'deployableSolarPanel'; My game stops loading at that part. I have no opportunity to contribute to a fix, but I am happy to see the issue is known.
  8. Thank you for the feedback, I will look into it when I have time. Just to clarify: The error report from may 6th post is 'if a craft is loaded, while the Recoupler GUI is closed, the connections that are down-tree from the KAS/Robotics parts will not form (essentially falling back to default Recoupler behavior)'. Is that a full description of the problem? Does this behavior only happen in the VAB/SPH or also with craft in flight? The the issues with the default/start conditions in may 6th post, are not related to the correction from the may 8th post, right? Edit: work-
  9. You are blowing my mind right now. I get what it means, and that it works (I've only been learning about proper collective and cyclic since, well 1.8.1 really). But you'd think that all those 'this is how helicopters work'-video's, which specifically mention 'no, no plane change, it actually works using this really intricate mechanical device', could be bothered to mention "cept chinooks, those are WACK!" I think this isn't even properly stated on the Wikipedia page about chinooks. Which reminds me of this little tip: if you have a high level probe part, facing that probe upward, 'targe
  10. Ditto. This is with KSP 1.8.1(.2694); LinuxPlayer x64-bit, both DLCs I will try a github install later. It is now later, github Version 2.0.3.0.4 worked; The SimLogistics button was listed in the Blizzy-toolbar option and functioned properly. However, it doesn't show in the ToolbarController menu or the Stock toolbar. I can upload a log-file if you want, but I always end up uploading the 'wrong one' somehow, and imhe, never actually helps to troubleshoot an issue. Can you provide a String to find in the .log so I can check for schenanigans before uploading the wall-o-text?
  11. So I was looking for RPM updates, and the thread sent here. Is MAS the right choice for me? I liked having all the little IVA screens for the cameras and the mod-control screens were awesome, but I usually got button-lost went I was doing things under any pressure and so RPM isa fairly low priority mod for me. Looking at the OP, there seem to be very few 'ready-out-of-the-box' IVAs in the base version. There are a few floating around on this thread, but scrounging around for a complete set is too much effort for me atm. I don't really have time to troubleshoot big problems either.
  12. No. I was taking about the thing that ' MetalOre to StockOre Conversion' made by 'rabidninjawombat' . (Link to topic). Is there some concurrent equivalent to that? Or at least, some way to reconfigure EPL to reduce it's resource chain in a way that doesn't force IFS down my throat?
  13. Does anybody still have that mod that makes all 'Metal Ore' in (Stock) 'Ore'? The link in the topic of that mod is a bit dead.
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