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Dr.Seuss

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  1. I can second this. I play with a number of mods, but because I didn't want to go through the headache of finding out which had become incompatible with 1.12.2, I created a fresh install with just the squad folder and principia (Grothendieck) in GameData. I encountered this loading issue only when the principia folder was present (the stock game loaded just fine).
  2. I'm making this topic largely in case someone else comes across the same issue I did, so that they can (potentially) find the answer to their problem sooner rather than later. The title says it all, basically. Principia, which changes the way physics are handled in KSP, does not play nice with the Firespitter plugin-- specifically, "FSengineBladed" and "FSbladeLiftSurface". I've looked through the code but I haven't found an obvious source for this incompatibility, but I am certain that it comes from those two classes conflicting with/improperly using Principia's slightly different physics. In practice this incompatibility manifests basically only with helicopter parts. If you throttle up a helicopter blade while Principia is installed, your helicopter will flop from side to side and bounce up and down like a fish out of water. It's quite funny, actually. Tellingly, the "current force" field of the rotor will always remain at 0. Simply put, the parts won't work for their intended purpose. Remove Principia, and boom- Helicopters can take off, hover, and crash catastrophically into the VAB just as you would expect. I know for certain that this issue affects the Firespitter rotors, as well as those from "Airplane Plus". Another separate but very similar issue occurs with lifting bodies that use the mod "Hooligan Labs Airships"-- the parts from that mod also bounce about like convulsing fish when you attempt to use them in conjunction with Principia, so I can only assume that something very similar is causing both issues. At the moment, since my cursory knowledge of unity modding doesn't afford me the ability to really find out what's wrong, and possibly fix it, There's not much that can be done if you find yourself with the same mod conflict. However, on the bright side, in the case of "airplanes plus", many of the parts cause no conflicts: so, you could simply hide the offending parts with something like "Janitor's Closet", and not encounter any problems. Hopefully this little write-up serves to help someone figure out why their helicopters just won't work, without having to check for mod incompatibilities one at a time for hours on end like I did
  3. Heyo! I've just downloaded this mod and am having a little trouble. When I launch an airship, and then inflate it, it "rocks" back and forth on the pad, bounces up in the air a little bit, and acts generally like it would very much like to go up, but doesn't ascend. I figured I'd post about this only because a quick search of this thread didn't reveal anyone else talking about a similar issue. This is most likely a mod conflict, so it probably shouldn't be taken very seriously. I'm guessing that HLA is in conflict with Principia (Godel), since the later is very picky about how physics are handled. I'm also running Faram Aerospace Reasearch Continued, but I've seen some other people in the thread suggesting that these play nicely together, generally speaking. Finally, I'm on KSP version 1.11.1. I'm not going to do an exhaustive 1-by-1 mod compatibility check because I'm tired and it's late at night, but if I do and my conclusions change I'll post an update. Other than that, this is more-or-less just to leave a paper (bit? UNICODE? post?) trail in case someone else encounters a similar issue. o7
  4. Thanks, dunno how I missed that-- RIP me. I've now successfully entered the "mucking about ingame desperately trying to figure out what all the little numbers mean" phase of my journey, and thanks to templates, I'm already seeing some degree of success. I'm generally trying to add waterfall effects to the stock engines that aren't covered in the "StockWaterfallEffects" package, (I'm as of yet not brave enough to try ReStock) so if I manage to yield something worthwhile I'll be sure to submit a pull and share the fruits of my, uh, "experimentation".
  5. You absolute Madlad. Waterfall is just gorgeous and I want to use it for everything, ever, but I'm not very smart and therefore the in-game editor appeals to me over directly fiddling about in JSON. However the Wiki doesn't yet have any documentation on the in-game editor, which is fine, I'm sure I can figure it out-- but I don't know how to open it. I realize this is a very silly question and I'm sorry to waste your time with it; unfortunately I exhausted the "consult to documentation" avenue and the "muck about in-game looking desperately for a button" avenue to no avail. So, I'd be super beyond grateful if someone would walk me through the basics of using the ingame editor
  6. Hello! just wanted to add, on KSP 1.11.1 I've tested both the 1.10 and the beta 2.0 versions of the mod; although, not on clean installs, just on my messy main game file. The 1.10 version gives the "notImplementedException" that's been mentioned by others above and, of course, reduces the framerate to 1fps or bellow. The beta version doesn't give any exceptions, but also doesn't appear to work, either-- no sparks or sounds. Thanks for your hard work on this mod and good luck!
  7. I've been loving the EVA construction tools-- I'm building a much larger space station now than i would have been able to do otherwise-- but I've also noticed some bugs. Specifically, pieces stopped snapping to each-other in EVA construction mode at some point, seemingly randomly. also, It has occasionally allowed me to place parts inside of other parts, but without connecting them-- so they are considered two different ships-- which has the effect of more or less tele-fragging me into the great unknown
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