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ngx

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Everything posted by ngx

  1. I understand. I'd like to have joints as much realistic as possible, so IF there is some bug, I hope you'll find and kill it. Things which indicates to me that there might be something not originally intended are those independent parts coming off, or unrelated actions causing ship falling apart (another example: staging first stage of solid boosters break decouplers of second stage, which were fine until then). Anyway, thank you for both KJR and IR, they are great mods, absolute must have for me.
  2. Thanks for explanation. The problem in my case is, that not only decouplers fall apart, also some totally unrelated parts go off. In example, after re-enabling "reinforce inversions", RCS thruster parts from upper stage (two stages ahead of current stage) fell off. Or, decouplers of first stage fall apart after manual deployment (not decoupling!) of last stage fairing. Indeed, I do have rockets that cannot hold together without KJR. But they work fine with KJR NEXT not using "reinforce inversions" or with previous version of KJR. Also, when I have "reinforce inversions" enabled and I launch the rocket (from VAB to launchpad), it holds together fine. Then I disable "reinforce inversions" (pressing apply), nothing changes (in fact, now i could fly the rocket without any problems). THEN, still on launchpad, I re-enable "reinforce inversions" option and after pressing "apply" rocket falls apart (along with RCS thrusters falling off). In testing, I also used very simple vessel, just two big tanks on sides of center big tank coupled with TT-70. It holds together fine even without KJR at all (not in GameData). Yet, re-enabling "reinforce inversions" breaks it in similar way as described above. Simply put, all problems I encounter are somewhat related to "reinforce inversions" only. That is why I asked how much I need that option. Using KJR is inevitable for me, but I'd use it without "reinforce inversions", or I'd be fine with previous version (4.1.x) as it works fine. I just need to know whether future versions of IR will not work with new KJR version (4.2.x) only. Btw, did KJR ver. 4.1.x use some sort of "reinforce inversions" too, or is it brand new feature?
  3. Hello, how much is "reinforce inversions" option important? It does very weird stuff with some of my rockets (especially when using TT-70 decoupler) but it is hard for me to replicate. Usually it occurs on rockets built before new KJR. Basically, when enabled, it dislocates some joints and makes the vessel fall apart. It occurs either in flight after staging or fairing deployment, or also when disabling and re-enabling the option on launchpad (I didn't get further in testing). Can I run into some problems when I have the option disabled? Also, do you plan to keep IR compatibility with previous version (4.2.x) of KJR? I'd rather keep with that one.
  4. Looks good, I haven't came across a single bug so far and I use IR quite a lot. Thank you!
  5. Hello, what should I do to see if mod is working? I can see GUI, wind is enabled and shows all wind values. However, it doesn't seem to have any effect on my plane no matter of altitude. I have version 1.12.5, stock scale (no RSS).
  6. That would be great, thank you! PCR is excellent mod which brings a lot of realism, but I use kOS almost everytime, so I'd be really grateful. Setting that option ON solves the problem. I didn't think about it, thanks for the hint!
  7. Hello, would it be possible to prevent switching to PCR by typing 'c' in kOS console? Alternatively, is it possible to disable usage of 'c' button and switch only via toolbar icon? Also, when I have multiple controlling parts on a probe, reverting from PCR always sets 'control from here' to default part instead of the one which was last used.
  8. But the problem is, multiplication bug occurs also with newly created ships, not just with old saves. It means with groups created from scratch. So far, I wasn't able to test deleting and re-creating groups on old ships. After opening IR editor there were so many parts that i got ~1 FPS and i couldn't click a thing.
  9. Hi, is there "issues" section for this mod on github? I couldn't find it. I came across a few bugs and I'd like to report them along with KSP.log file. In short; since version 3.1.12, some(all?) parts are multiplied in IR editor and it looks like they are multiplied every time ship is saved. Parts are also glitching in IR Editor in VAB (maybe also SPH). They are not showing after adding and re-attaching and sometime group names appear empty. Save and reload of the ship usualy helps here, but not with multiplication problem. That multiplication occures also on pre-existing ships (created before version 3.1.12).
  10. In KSP ver.1.12.5 with Outer Planets Mod ver.2.2.10, tracking station does not show anything beyond Sarnus when grouped by planets. However, grouping by vessel types or sorting by time show also vessels that orbit Urlum or Neidon etc.
  11. I did that in the first place, the message was there right after updating to TS 2.4.7 (deleted old files as instructed, I also don't use UberPaket, just checked it for content). It looks as if TS 2.4.7 is still looking for KIS, although KIAS is present.
  12. Hi, I installed TweakScale 2.4.7 along with KIAS companion, but the game still complains (at startup, TweakScale advises) that KIS companion was not found. Should I ignore that message? Will everything work as it is supposed to? Also, latest UberPaket 2023.03.04 contains KIS only, no KIAS.
  13. Hi, force rebalancing (I think from version 3.1.7) has made robotic parts very weak. For example, changing the factorForce value from 35 to 7 for the IR Pivotron caused my rovers, which use them in their gear, to become glued to the ground. Reverting back to the original .cfg files solves the problem, but I'm not sure if it's the correct solution. What should I do to make it work properly again?
  14. I think you're right with kOS. It seems to me that every particular scene is handled separately in kOS. "c" with PCR is not the only case when terminal keystrokes leak outside, I tested a bit and it happens (at least) with HullCam too. I noticed the issue is already reported on github, hope devs will find time to address it.
  15. Thank you for your answer and also for the reference. I couldn't find anything on the forum, apparently I was using bad search strings. I thought it could be caused by default 'C' key function, however, I was confused, because it doesn't happen with manned vehicles (when PCR is kinda "inactive"). Typing "c" in kOS does not switch you into cockpit. Anyway, thank you for the explanation, it makes sense. I'll have to cope with it.
  16. Hi, is there a way to unbind (or possibly re-bind) default "C" key which switches me to the room? I cannot find it anywhere and it is quite annoying to be switched everytime i write "c" in kOS.
  17. Thanx for your answer fourfa, I was testing linuxgurugamer's 2.0.0.3, seems it solves only the problem with the ladder. I'll try official bug reporting as you adviced.
  18. Helo, my joystick doesn't work (no reaction at all) when in 1st person mode. Just keyboard. In 3rd person mode joystick works just fine. Anyone else has this problem? Is there some patch or workaround?
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