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Krazy1

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Everything posted by Krazy1

  1. Thanks for the update. It fixed my plane The monologues were... interesting and I felt your pain. So now I seem to have a found another issue with surface attaching, rotating, translating, ALT-LMB copying then chain scaling. Yeah, it's an obscure case... It needs pictures... >>> Imgur album <<<
  2. So my report was premature... I assumed the reentry would be No Big DealTM after enough aerobraking passes. Wrong. I didn't have a heatshield... I thought the fairing base rated at 2600K would suffice. JNSQ had other plans. I added many fiery pictures to the >>> Imgur album <<< This is just the start...
  3. Minmus mission report from last couple weeks. Goals were to deploy satellite and land tourists on Minmus using existing lander and return tourists and present Minmus crew to Kerbin... 12 crew total. More pics and notes: >>> Imgur album <<< While I was doing that mission, I was also flying a new hypersonic plane around Kerbin. More of that later.
  4. I'm new to ScanSat - like it so far but I got a KSP crash in the VAB while building. I was moving existing parts around on a ship. Here's the end of the player.log. It's >100MB. Let me know if you want the whole thing.
  5. I was looking through my KSP log to debug a crash and noticed Y. Gagarin is hidden. I wonder if it will appear again if I go there.
  6. TS test1.craft TS test1.loadmeta Thanks. Sorry. Good luck.
  7. Thanks for all the investigations. For the session I got a TS warning about adding TS-frameworks but that's listed as a beta so I haven't added that. I made a new sandbox save, went to the SPH, made the test "ship" with 3 MK3 fuel tanks, side attached tanks scaled to 2.5m (offset correct), saved it, loaded it, observed incorrect offset with large gaps, exited game. KSP log MM log MM cache I hope this leads to tea and crumpets with your buddy, without moderator intervention.
  8. I'm having an issue with saved files not restoring as I saved them. TS 2.4.7.1 on KSP 1.12.5 with Firespitter and airplane plus companions and 80 other mods. Surface attached MK3 parts in mirror symmetry then scaled down to 2.5m are reloading with 100% size offset (but still correct 2.5m size). Also the flaps attached to them are deploying in opposite directions, like ailerons. BUT with another copy of the same ship flaps were correct (offset issue the same). Can't reproduce that. Imgur album Test build: Root part Mk3 long fuel tank. Side attach (mirror) same tanks. Tweak side tanks to 2.5m. Save ship. Load ship. Now they are offset with a gap. Same result with 2.5m tanks scaled down to 1.875m. Same when tweaking tanks larger... side tanks overlap center part. By the way, I often have problems with flaps deploy direction changing randomly, when reverting or detach/ reattach wings. I assumed this was a stock bug. It's not consistently happening. Update: every time I exit and enter SPH it loads the autosaved craft, then the offset is compounded. So when the side attached tanks are reduced in size, they keep moving further away from the center with every exit/ enter iteration.
  9. Hi. I'm using Contract Configurator for JNSQ. I see v2.3.0.0 up on CKAN. What changed? Nothing here: https://github.com/KSP-RO/ContractConfigurator/blob/master/CHANGES.txt Thanks
  10. Me too. I can't believe I haven't used ScanSat before. It's amazing. Also flying a lot. Just flew 11 pax and 3 execs to N76A on the northern ice shelf, picked up some meteorite cargo, then flew to C. Yeager near the equator to deliver cargo and waited for execs to negotiate landing rights. The flight back to KSC is 3300 km but it's not terribly long cruising at 1350 m/s. Assorted pics for last few flights.
  11. My TS fins and wings are working great. Chain scaling made it easy to adjust the wing size. Came here because I got a Houston warning for Firespitter needing the companion. Strange thing is I don't think my install changed so I'm not sure what triggered it. I've been using Firespitter Core for Airplanes Plus (and Airplanes Plus Things) for weeks. I installed the companion and all seems good now.
  12. https://github.com/KSPModdingLibs/KSPCommunityFixes#1260 Nice! It's done. Even has a delay to turn the light off when retracting. Thanks
  13. Craft parts do not cast shadows except when lit by the sun. If you believe otherwise, look again. You may be surprised. Some examples... #1 This ship has a large thermal radiator panel and lights shining downward on it. The Mun surface has no shadow from the ship lights on the radiator panel. The landing legs have faint shadows from the sun (it's up to the left) under the ship, but none from the other lights. In KSP 1.10 or 1.11? #2 Bob is standing on top of a Mk2 plane on Kerbin. His helmet light shines through every part of the plane onto the ground. There are no shadows. KSP 1.12.5 #3 More direct test... the first fin should shadow the other fins. Looks so weird. KSP 1.12.5 Here's the bug report I put in but it wasn't addressed. https://bugs.kerbalspaceprogram.com/issues/25693 I expect the devs designed it this way as a performance compromise. Multiple lights would probably cause a large performance hit especially 10+ years ago. But considering how far the other visual mods have progressed, I wonder if a mod could enable all shadows and how much FPS would drop.
  14. Agreed. I'll start a new thread to babble about shadows. Turn off the light on the Kelus-LV ladder when it's retracted. Or alternatively toggle that light with the L key like every other light.
  15. I have 85 mods including TS and KSPCF and I don't have any problems with duplicate icons or green clipboards. I assume the kraken has even worse plans for me. Request for fix... is it possible to turn off the lights on the 2 retractable ladders when they are retracted? I know it's minor but maybe easy to fix. It's just unnatural to have this eerie light glow all around the ladder storage compartment. A bigger issue is that all artificial light passes through solid parts without casting shadows, but that seems like a whole mod to add shadows or just can't be fixed in KSP1. I entered a bug report and it was reviewed but not implemented. Does this work in KSP 2?
  16. I thought there was something in KSP Community Fixes but now I don't see it. FYI: I'm been flying a lot now in JNSQ now that I have the Whiplashes unlocked. Using GAP for JNSQ and KSRGAP. First report is for a late afternoon flight to bring 2 execs to S72A on the southern ice shelf to negotiate new landing rights. Amazing clouds, aurora borealis, a full Minmus rising in the East, and Jeb almost killing everyone.
  17. Thanks for your constant work on this. I'm busy IRL. I'll try it later this week. Might take some time to believe it's working because the unlit KSC happens often but not every time. So would you expect KSC might (with -165 release) have the lights on in the daytime? I'll look for that but have not noticed it. Do you expect it may happen only on non-6-hour day Kerbins and/or Kronometer?
  18. It was off. I think you mean "disable scaled space ambient light" I had that off so the stock map ambient light boost works. This is something else. From the KSC overview, the KSC buildings and runway lights are completely off sometimes but usually they work. Both cases are possible without changing any setting. For asteroids, it's set to default True to use Kopernicus system... but should I turn it off to allow JNSQ to handle them? Haven't upgraded my tracking station to see them yet. Suggestion for the option menu: avoid using negative logic. It can be confusing. Make every option enable something, regardless of what the stock behavior is. Like this one: Should I disable disabling? or enable disabling? Disable the input (button) or the output (colliders)? I think I should leave the button enabled for JNSQ. Maybe I could take a stab at editing the UI a little.
  19. Not quite sure what to do... I installed with CKAN. The JNSQ release on Github lists all the folders and files but I don't see a way to download them singly. Do I have to download the whole 1.9 GB for these config files? Seems silly. Anyway, I saw this: and I'm not sure if I did that so I did it and GY is still missing.
  20. So that is all good now... all I did was install Scatterer V0.0772 (was latest 0.0838) which is officially compatible with JNSQ. I'm still using Kopernicus long distance shadows, which I must say I much prefer because the Scatterer shadow cascades are very abrupt and noticeable on ships and ship shadows on the surface. Kopernicus shadows look like stock... a bit too soft on the edges when viewed close up but it's hard to notice shadow cascades zooming in/ out. There's one more thing... KSC is almost completely vanishing sometimes, only at night so far. The buildings are still functional but not visible. Maybe this is KK, but it's just normal stock KSC. One other thought... getting off topic a bit. It always bothered me how terrain "snaps" between geometry detail levels. It's so unnatural to see a mountain suddenly spasm and morph into a different shape as you approach it in orbit. "the real world is analog" Is there any way to smooth out these geometry steps or at least push them further into the distance? Is it's pretty fundamental in the core code?
  21. OK thanks. So I did Alt-F12 to finish that YG landing rights contract after flying back to KSC... but now YG is completely gone... vanished. I looked all over Kerbin in the tracking station and changed view settings in the KK menu. I can see the all the other sites.
  22. OK thanks. Sorry I'm complaining in the wrong place. Honestly guys, I would avoid a mod that pushes something into all your saved craft files even without loading them. If you ever need to remove it for troubleshooting or whatever, all of the flight surface settings are reset... max deflection angle, axes disabled, deployed, deployed angle. I'm happy with Pilot Assistant, although I haven't tried to remove it. I like the UI more on PA and AA just didn't seem to engage sometimes.
  23. OK... now I am seeing them. I guess I only went back to the main menu to change the setting without restarting KSP? There's a vague warning about that - it should say you MUST restart KSP. So I do see the Minmus scatters and there are at least 100 of them at 100% density setting. It's interesting that the colliders are enabled - they're vapor in stock. And the BG ROCs are there too- only see 4 of those but I guess that's normal. So all good for scatter. However, the texture z-fighting issue is pretty annoying. It's constantly changing even without moving the camera. It does it on Kerbin too. Here's a few screenshots. I'll try some different mod changes tomorrow. I know I'm using the newest Scatterer which isn't officially compatible.
  24. I'm using the contract configurator to load passengers now and that has been working nicely. But I'm seeing orange errors on the screen and now I flew to the correct airport with the right passengers (this one is to negotiate landing rights at YG) and I didn't get cleared to land, the marker at the terminal doesn't appear and it won't progress when I'm parked at the YG ramp where I assume the marker should be. I could finish it and cheat it complete but thought I'd report it. I think the error happens when I do something unusual. This time I spawned the plane and left it on the KSC runway and went to KSC overview (I think that's when the orange errors appeared) then I recovered the plane, went to MI, accepted a new contract, went to SPH, launched the plane again, loaded the pax on the runway again and flew. Something like that. Here's the most obvious error: [ContractParameter] - Call to OnUpdate failed System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.ContractVesselTracker+<>c__DisplayClass23_0.<GetAssociatedKeys>b__0 (System.Collections.Generic.KeyValuePair`2[TKey,TValue] p) [0x00007] in <7cf636bf2f2f4038af6634d8e4f57459>:0 at System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].MoveNext () [0x00037] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at ContractConfigurator.ContractVesselTracker+<GetAssociatedKeys>d__23.MoveNext () [0x000c5] in <7cf636bf2f2f4038af6634d8e4f57459>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x0004e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0 at ContractConfigurator.Parameters.Duration.OnUpdate () [0x000de] in <7cf636bf2f2f4038af6634d8e4f57459>:0 at Contracts.ContractParameter.Update () [0x00053] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) KSP log Player log
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