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minkar81002

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  1. Is there a way to make the analog altimeter work as it does in real life? In KSP, the altimeter's thin needle represents the smallest increment and moves the fastest, whereas in real life, it represents the biggest increment and moves the slowest.
  2. Bug report 1 Description: The amount of electric charge used per second is 1,000 times too low when the time-warp is set to 1,000x, it is 10,000x too low when the time-warp is set to 10,000x, and it is 100,000x too low when the time-warp is set to 100,000x. Expected behavior: Electric charge use by Kerbals should scale linearly with time-warp instead of suddenly becoming negligible at time-warp of 1,000x and higher. How to replicate: Increase the time warp to at least 1,000x in USI-LS version 112.0.1, and when the craft is loaded. EDIT: I found out on page 218 that this behavior is caused by the stock game in order to prevent batteries from discharging in a single tick. The behavior is not seen when the craft is unloaded, such as in the Tracking Station. Bug report 2 Description: Kerbals use electric charge even when supplies are at 0. Expected behavior: According to the wiki, Kerbals are not supposed to use any electric charge when they have no supplies. How to replicate: Have at least 1 Kerbal in a craft and have 0 supplies (starving).
  3. That handle wasn't working for me. Maybe collision boxes are smaller or messed up with different graphics settings, or something like that.
  4. By the way, looking at the GitHub issues page, I'm pretty sure I solved the Warbirds Mk1 Inline Initialization Error issue by fixing the config file with
  5. @610yesnolovely Thanks for the help I keep a list of the mods I'm using (and their URLs to download them) as a little text file, so I'm just including that with the KSP.log file of the last time when I was troubleshooting around the fragile save file I included earlier. Here you go: https://www.dropbox.com/s/mqwqmc70xliuli3/log and mod list.zip?dl=0
  6. @610yesnolovely I'm at a loss. I've still been looking into this issue, and I've uninstalled the following mods to see if it made a difference: Reviva, B9PartSwitch, DE_IVAExtension, ThroughTheEyesOfAKerbal, KSPCommunityFixes, Harmony, and QuickIVA. So while this might not have anything to do with Reviva directly, I hope that you'd be interested in figuring out this issue for one of your fellow "23 IVA users" as you like to say I have located a save file wherein the Happy Squid IVA is working, and then did some tests to see if I could get the left side of the IVA to stop working. Here it is: https://www.dropbox.com/s/9i5u08rk2sh2sl2/Fragile Save File.zip?dl=0 Although the IVA kept breaking, I couldn't figure out a reliable series of steps to make it break: It just seems to happen randomly by doing various things. I don't understand it. My best result was Broken2a.sfs which is not totally broken upon loading the file, but various actions can make it break: if you press the Reserves switch cover, the SAS on/off switch, or the resource monitor display selector dial a few times in various orders. Nothing shows up on the console when the left side of the IVA becomes unresponsive. Breaking the IVA in Broken2a.sfs yielded Broken2b.sfs. Comparing these two files, I don't notice a significant difference between the two save files, and yet the 2a temporarily works and 2b is broken. Using Notepad++'s compare plugin to compare the save files, I noticed some things: As you can imagine, it's pretty frustrating to fly an IVA mission with an orbital-construction long-term ship, only to have the save file become permanently broken at some random, unpredictable point. You're an IVA master so I think you're my only hope to diagnose this issue.
  7. @610yesnolovely I have a very annoying problem that is ruining my IVA experience and I don't know where to turn, and I hope you could help me. Here is the save file: https://www.dropbox.com/s/40hpb5uie7b4nsm/Happy Squid Mk1 Can Broken.sfs?dl=0 You can create a new test Career save and plop that save file in there, and load it up. You should load to the "Happy Squid" ship which has as its main cockpit the Mk1 Lander Can. For some reason with that save, the ASET Mk1 Lander Can IVA keeps breaking. The left half of the IVA becomes completely non-interactable. I have pursued these following leads in trying to solve the issue, all in vain: *I tried going to the Space Center and then back. Still broken. * I tried uninstalling QuickIVA, thinking that it forced the view into the IVA before it was done loading properly. This fixed the situation I had when none of the props in the IVA were interactable, but eventually the left side stopped working too and I can't fix it. * Looking at the log, there was a warning about the BoxColliders for "tggl_CM_EventTimer_UP_DOWN_RESET_T1-T" not supporting negative scale. I tried editing internal.cfg for the ASET Mk1 Lander Can replacement, removing the event timer props. This did not solve the problem. * I tried removing Reviva, B9PartSwitch, and DE_IVAExtension (and also QuickIVA) to just have the ASET Mk1 Lander Can and that's it. But no, the Happy Squid ship's ASET Mk1 Lander Can IVA just seems irreparably broken. * In addition to the above, I also removed the KSPCommunityFix and Harmony mods, in case there was some caching issue or something. No dice. Thus I don't know whether this is an inherent problem with the ASET Mk1 Lander Can IVA Replacement, or RPM, or maybe Reviva or something broke the save file at some point. I really just don't understand how a save file could have a permanently broken IVA. Can the RPM "Computer" become corrupted? I looked at the RPM computer for the lander can in question (search "ba2386b7-6076-40af-923c-d6c2c03784cb" in the save file .sfs) and I don't know what I'm looking for tbh. Can something in there get corrupted?
  8. Thanks for maintaining this mod. Seeing as how the stock game has a built-in action-group editor, I thought that I wouldn't need this mod. But I had an issue where I couldn't edit custom (keys 0-9) action groups with the stock app. So I installed this mod and it worked perfectly.
  9. @linuxgurugamer I believe that I have discovered a bug: Engine Ignitor is sexist! It's not allowing female Engineers to hold the EngineIgnitors resource and therefore use the Toolbox to reload ignitors into engines. I tried to figure out the problem but I haven't had any luck yet. The ModuleManager config file <~\GameData\EngineIgnitor\MM_Configs\MM_EngineIgnitor.cfg> has entries for both @PART[kerbalEVA] and @PART[kerbalEVAfemale] to have the module "engineIgnitorEVA" and resource "EngineIgnitors". Maybe the problem is due to the source code EngineIgnitorEVA.cs, line 21, where it looks like the mod checks to see if the Kerbal is not male, in which case, the EngineIgnitors resource is removed. Edit 1: Also linuxgurugamer be sure to check out the extensive config files/changes I made above; I'd like some feedback if you'd be so kind. Edit 2: There is also an issue where if a (male) Engineer holding EngineIgnitors (which are just shown as "En" for some reason) enters a pod/cabin/cockpit, then those EngineIgnitors are simply lost forever.
  10. Also do you think you could add a heading indicator to the Mk1 Command pod? It's pretty difficult to launch into a specific inclination just using the FDAI, as one starts a rocket launch pointing at the zenith, whereas the heading markers are on the equator of the "eight-ball". Real-life rockets didn't need a heading indicator because the rocket launch is/was done by computer, but we humans kind of need to know where we're going if we're flying these things manually. The trouble is that I don't think that ASET Props has an analog heading gauge, and the heading gauge from ASET Avionics would look a little funny with the airplane icon on it. However, ASET Props does have the capability to display the heading on a digital indicator, with DigitalIndicator_Heading. I'm thinking that maybe the whole IMP module could be moved upwards a little bit, and the heading indicator could go right above the FDAI. I guess that theoretically the Angle Indicator (used for phase/ejection angle) could be modified to create a custom version that displays heading, but this is well beyond my capabilities.
  11. Hello. I have made some improvements to the Mk1 Inline Cockpit, SI edition. It is available here: https://www.dropbox.com/s/tk31h32dijiv8hv/internalIASET_SI.cfg?dl=0 PLEASE NOTE that there are actually two redundant versions of internalIASET_SI.cfg in the present version of Warbirds. The first one is located at <~GameData\Galen\WarbirdCockpits\Spaces\Squad> and the second one is located at <~\GameData\Galen\WarbirdCockpits\Spaces\Squad\InlineCockpits>. ModuleManager only uses one of them. I believe that this redundancy was an error made while packaging the mod. The one located in the InlineCockpits directory was worse as it had a random floating RasterPropMonitor MFD off to the right-hand side, as well as a redundant altimeter, a lacking turn coordinator, a lacking mach indicator, and a very flickery brake force selector knob. I therefore worked on the one located extraneously in the Squad directory and rejected the one located in the InlineCockpits directory. TO INSTALL this config, please delete the extraneous internalIASET_SI.cfg located at <~\GameData\Galen\WarbirdCockpits\Spaces\Squad> or re-name it by adding a .txt extension. Then go into <~\GameData\Galen\WarbirdCockpits\Spaces\Squad\InlineCockpits> and replace internalIASET_SI.cfg with this new version, perhaps renaming the old one with a .txt extension as a backup. --- This is what I CHANGED: Problem 1: There was a redundant Limited Thrust indicator light that was floating far to the left of the cockpit, as well as a floating bolt and a floating screw. Solution 1: Removed those random floating objects. Problem 2: There is no Abort button/switch in the cockpit. Solution 2: I added an Abort button to the left of the SAS On/Of button on the main console. I used the button instead of the toggle switch because the toggle switch ironically did not hold its state. For example, if you set your RAPIER engine state to the Abort action group and then clicked on the Abort toggle switch in the cockpit, the RAPIER engines would toggle to the closed-cycle mode only for as long as you held down the click, but then it would go back to air-breathing. So I opted for the button, as this worked as expected. Problem 3: There was a redundant RCS toggle switch on the right-hand side of the cockpit. Solution 3: Removed this switch, which made room for an AVAS button. Problem 4: There is no AVAS system in the SI-edition cockpit. Solution 4: I added an AVAS button, an AVAS indicator light, and the gpws10 prop which does the annunciation. Unfortunately, the AVAS switch used in the non-SI Warbird cockpit cannot be used in the SI cockpit, as it is associated with a custom Warbird config file for the switch and the gpws10_WB annunciator; these both use FEET and not meters. I did not want to create another custom prop .cfg file, as this would increase the complexity of fixing this cockpit, and I doubt that I could do a good job at it anyway. ASET Props includes a special toggle switch for toggling AVAS, but it has this huge ugly label on top of it. Therefore I resorted to the default ASET Prop button. Problem 5: The old version gave an INITIALIZATION ERROR upon exiting the cabin and re-entering. I believe that this was caused by the random floating objects from Problem 1, which were far outside the normal bounds of the IVA. This annoying error is now fixed, at any rate. --- @theonegalen, I hope that you enjoy this improved Mk1 Inline Cockpit (SI edition) config file and I submit it for inclusion in a future version of this mod if you think it's good. Please don't get rid of the full-featured MFD in favor of the limited CRT as used in the non-SI version, as this would prevent the IVA from being used on spaceplanes and thus would severely limit the IVA's utility. Just imagine that it's 1980 and they just invented MFDs but could only afford to install one. Also, by the way, there is a random floating screw (v3) floating far outside of the cockpit for the imperial-units-version of the IVA, on line 1386 of the internalIASET.cfg file. You should remove it in future versions of your mod. @610yesnolovely I'm pinging you with the hopes that you'll check out this config file, as you are a connoisseur and a scholar on such matters.
  12. If I'm not mistaken, MAS has newer versions of most props used by RPM. So pretty much I'm just saying that there are these obscure bugs out there, such as the time-to-DN not being displayed correctly by the DSKY prop, so there's a chance that these bugs may have made their way into MAS. I'm not currently using MAS since I uninstalled it after having issues, so I haven't checked if these bugs are in MAS. I'm just bringing it up in case you're flying a mission that uses the DSKY prop sometime, and if you remember, you could see if the time-to-DN information is correct or not.
  13. Thanks for your reply and I'm glad that you're out of the hospital. By the way, for some other obscure IVA bugs, I did report another one with regards to the ASET Props DSKY display, at least as used in the ASET retro-style Mk1 Lander Can. Namely, the time to Descending Node with respect to the equator and to a target was wrong, but the AN was correct somehow. I haven't checked if this happens when MAS is installed, but maybe MAS somehow inherited this bug from RPM so you might be interested in checking it out. It's worth noting that the AN/DN times given by the stock game match that given by KER, but KAC was slightly off, and the values displayed by the DSKY displayed another, but different, incorrect value. I looked at the RPM source code and I couldn't figure it out, but on a historical note, I'm pretty sure I found something from the very beginnings of KSP itself: https://www.physicsforums.com/threads/position-of-ascending-and-descending-nodes.534665/ And then if you scroll up, I also noted that the time-to-impact was wrong for RPM so I guess there's another calculation that went awry. Anyway, thanks for your service. I especially appreciate your wiki guide on how to read the FDAI, ARRT, DSKY, etc.
  14. I noticed that there is a known issue posted on GitHub for the Warbirds Mk1 Inline IVA, with the SI edition, regarding the JSI Callback Animator error. I'd like to add that I noticed some other issues with the Warbirds Mk1 Inline SI edition: * the Raster Prop Monitor MFD in the SI edition is the normal glass one, not the green CRT version which only has the Target management screen. To be honest I prefer this full-featured version, since having just 1 MFD greatly expands the IVA's utility, allowing it to be used for arbitrary space missions in a spaceplane. Maybe digital screens were just recently invented, so the cockpit manufacturer could only afford to install just one. * if you look closely out the right window, you will see a small object off in the distance. This appears to be a side-view of the frame of a RasterPropMonitor MFD. * the analog altitude dials are using the wrong needles. For instance, on the upper altitude one uses the thin needle for 10,000m increments, while the fat needle is used for 100m increments. I don't know why there's a duplicate altimeter above the brake force area, but its needles are also incorrect, but in a different way. * the auto-pilot panel on the right (which I don't use since I don't have it installed) is simpler with the SI version. * the text for the "Brake Force" selector switch is glitchy-looking, although this is the same for the Imperial unit one. Also the little book says "Take-Off Checklis" instead of "Checklist" but I think that's an ASET thing.
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