Jump to content

Krydax

Members
  • Posts

    46
  • Joined

  • Last visited

Everything posted by Krydax

  1. So the rescale mod includes "rescaleAntennas.cfg", which includes the following: @PART:FOR[SigDim2]:FINAL { @MODULE:HAS[#name[ModuleDataTransmitter]] { @antennaPower *= #$@SigmaDimensions/Rescale$ } } I add the ":FINAL" to it, because it was ONLY applying to the probe cores, and none of the antennas. However, that did not seem to fix the problem. Antennas still are not multiplied by 3.2x range. Any ideas? I have commnet antennas consumptor, exntension, info, as well as scansat, and NFE exploration (to name the mods that affect antenna stuff)
  2. Well I guess that depends on if the new tweakscale works better/more safely or not! Haha. Either way, the weird behavior I was running into is probably worth looking into as I'm sure other players will run into it too eventually.
  3. Thanks for your work! There's also a NEW tweakscale fork in the works now. What a time to be alive! So many modders still keeping this amazing game alive! Can't wait until KSP2 actually has enough stability & features that it can be better in every way than KSP1!
  4. How would I, for experiments sake, add AttachedOnEditor back to the Procedural Parts?
  5. Yeah it's frustrating when compatibility isn't being supported from both sides
  6. Haha. Classic programming issue. Trying to understand 2-years-ago-you is like trying to decipher ancient greek texts. In any case, thank you for your work looking into a fix! If it does indeed fix it, just let me know how to add it back in. And who knows. Maybe it breaks something else, but it's not as annoying? Cause currently this issue is annoying enough that it's gonna cause me to not use PP tanks at all which is kinda defeating the whole point.
  7. I am very intrigued on trying out this tech tree. I'm curious if it's still a good experience if I don't use BDB? I do have all of Nertea's mods, as well as things like spaceY, restock+, dmagic orbital science, infernal robotics. Also does this mod prune its own empty nodes (if it has them?) EDIT: Oh, i just realized this mod has BDB as a dependency. Nevermind! I'm not sure if I can handle BDB since I'm not really into the whole historical-missions/parts thing anyway.
  8. Yay! I love when I find new and interesting bugs. Makes me feel special.... I did what you said. Open game, make the craft i explained above, launch, revert to vab, glitch is happened, quit KSP, and here you go! https://filebin.net/saih0x8b958ahsq3 <- KSP log https://filebin.net/8c4vekh75my7l6er <- Janky craft in question. Launch & revert to VAB as many times as you want to increasify the jank! =D
  9. Okay More testing complete. By changing the engine on the bottom to uncheck "KSP-Recall::Attached on Edit", the engine properly "follows" the tank up into the service bay. So they both move together. (this is still bad though, cause the tank moves up into the service bay in the first place, because the service bay is tweaked to be smaller and the procedural part somehow double compensates when it loads in or something) That being the case, now I'm convinced that the issue is that the procedural tank does NOT have the "attached on edit" module. Is that meant to be the case? Or is it supposed to be lacking the attached on edit module?
  10. I also saw that in KSP-Recall.cfg, Line 17, ProceduralPartsAttachmentNodes = false That stuck me as odd, but changing it to true didn't fix anything either. So idk. I think I'm in too deep at this point and have no idea what I'm messing with.
  11. Here's an interesting fact: You mentioned the 999-KSP Recall 101_ProceduralPartsAttachmentNodesFix.cfg Guess what, I deleted it out of my gamedata folder (just to see what happened), and the bug still persists the same way. So was that cfg even doing anything? It seems like it isn't doing what its intended to do.
  12. I don't think that's the same issue. In this case, a procedural part is not the root. I started with a probe core. To add more info, I just reproduced it easily: 1. Probe core (okto in this case) 2. Service bay 1.25m, tweakscale it to .625 3. add procedural fuel tank 4. add terrior, tweakscale it down. 5. launch craft 6. revert and BOOM. Things moved and now stuff is janked. I just tried with a flt400 instead of a procedural fuel tank, and the issue did NOT occur. So that does narrow it down to being procedural part related.
  13. You are amazing. I will try this! Here's my ksp.log too if you're interested. I'll report back with results! Ah. Just checked. I already have that file/patch. So I don't *think* that's the issue then?
  14. Yes, I have b9 part switch. As well as firespitter. I also have smart parts, but the auto-stuff is disabled on them, so that *shouldn't* be messing with anything. I can try removing it and see if bug continues.
  15. uhoh. New issue. Now when i revert to vab, things are disconnecting when I have tweakscaled parts. In this case, upon reverting to vab, a 1.5long0.625diameter procedural fuel tank moved "up" into a tweakscaled 1.25 -> 0.625 service bay (and a tweakscaled 1.25 -> 0.625 terrier on the bottom of the fuel tank is now "floating" underneath). So it's like the fuel tank moved but nothing else did. https://imgur.com/a/uFDZ2Lq If tweakscale is going to break stuff every single time I revert/load a craft, then that may be too much of a thing for me to work around unfortunately. With any luck, there's something I can change, or I'm doing something wrong to cause this? If so I'm not sure what it is though.
  16. Aha. Thank you for confirming! At least it's known. Guess I'll just deal with it for now Thanks for all your hard work!
  17. I am encountering an odd bug. I add a stayputnik, I add a flea SRB below it. I scale down the flea. By simply changing the "variant" to orange or whatever, the whole SRB moves up. Each time I change the variant, the SRB moves up again. I'm not entirely certain if it's tweakscale, b9 part switch, or KSP recall, but I just started a new save and am running into this issue whenever trying to change variants of tweakscaled parts. I'm certain it has something to do with the part wanting to "stay attached", but it's like two mods are trying to do the same thing and so the part gets moved twice as much as it should (or something, idk). Any ideas? Is this a known thing? I have an entire mod soup, but it's the same type of mod soup I've used before and not seen this issue, so I presume it's one of the three mods I mentioned earlier having some odd interaction. I have Tweakscale 2.4.7.4 installed, as well as tweakscale companion (the uberpaket).
  18. Haha nice I'll definitely look into it! If anyone has "earned" donations... you're one of them. The work you do for the modding community has always amazed me. You're like the glue that holds everything together. I'm hopeful that the KSP2 modding community will have more vibrancy and popularity and thus more modders like you, so you won't need to carry such a heavy load.
  19. Just for what it's worth. Kronometer in JNSQ happened to be the issue I had, and LGG pointed me towards a more unofficial patch that seems to have fixed things.
  20. Holy cow you are a saint among men! Not only did that work, but now I also have the added benefit of station keeping, precise manuever, and docking port alignment indicator now all working (they weren't before)!!!!! Thank you thank you!
  21. Unfortunately... It didn't work. I manually deleted toolbar controller folder from gamedata, along with deleting all the toolbarcontroller downloads in the CKAN cache (in user/appdata/local), and used the reinstall button on toolbar controller in ckan (since it still thought it was installed), it went and downloaded the newest version and installed it. And I'm still getting unresponsive main menu buttons. KSP log: https://www.dropbox.com/s/cbl673yc4zvvdis/KSP.log?dl=0 Player Log: https://www.dropbox.com/s/xv64ce714zm47zh/Player.log?dl=0 Sorry to be such a hassle! Thank you for your wizard interpretation of these log files... It's 99.9% gibberish to me!
  22. Ohhh okay. Thanks for that clarification. There is a reinstall button in CKAN which I assumed is what you were getting at. I'll try that out later when I'm at my computer and report back
  23. Okay I rightclick + reinstalled zero mini avc, toolbar, toolbar controller, and ksp avc, just for good measure. Still got the same issues. Menu buttons do nothing. Have to force quit the game cause the quit button doesn't even work haha. Player.log https://www.dropbox.com/s/mbelb9cv9tqi7rs/Player.log?dl=0 ksp.log https://www.dropbox.com/s/p81lsxdlniqklqb/KSP.log?dl=0 Thanks!
  24. I'm having the same issue that Xt007 was (I think) where the main menu is completely unresponsive. I also don't have the huge popup anymore that shows how all my mods aren't designed to work with 1.12.2 But the game was working fine as of a few days back (not sure, maybe 5-7 days since I played last? Can't remember), but fired it up tonight and the main menu buttons just don't do anything. Tried clearing input locks via alt+f12 and no dice. All mods installed via CKAN with maaaaybe one or two exceptions. (and I forced a reinstall of toolbar controller via ckan as well). And all mods are fully updated Log file: https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0 avc log: https://www.dropbox.com/s/zn8kswri5wls8t7/KSP.log?dl=0 Thanks in advance for any and all help and wisdom!
×
×
  • Create New...