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lttito

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Everything posted by lttito

  1. Well, here it is the output.log of that run. It's the same run as the one where I provided last ksp.log (after deleting partdatabase.cfg). On that one, I used the two planes on scene I already had from last run, so maybe that explains the NREs of said run. Now I made a new test loading new planes (to be more clear: delete all flights, load 2 of the same planes that can be seen on the screenshot I posted) and these are the KSP.log and the output.log Im not running out of memory... I have 64 bits installment and as you stated I have 16 gigs. Well, for last run I even closed my web browser where the only tab I had was this thread. I can give you the steps I followed so you can reproduce it, if you want / have time: 1.- Install KSP 64 bits from KSP store. 2. Install Spanish patch from KSP store. 3 Install BDA and PRE 3 1/2 delete partdatabase if you wish 4 Make a stock plane (dont have other parts that arent stock or BDA)(As you only have BDA and PRE putting no stock parts aside from BDA is impossible :D). 5 Add BDA control module, IA module and put a radar and some missiles 6 load 1 plane, activate engine, move to side of landing strip 7 load other plane, activate engine. 8 put planes on different teams with VS mode of BDA 9 push on start competition button 10 result is what you can see on screenshow I previously posted. output and ksp log say nothing. Also I made 3 more different tests (as a ruby programmer I must test things): test a) loaded a single plane and with wingman module, select give orders myself and push on take off, after configuring IA module to activate autopilot and clicked on standby mode. Throttle 0% test b) loaded one plane and clicked on activate autopilot on IA module. Throttle 0% test c) loaded two more planes: the 2 same planes as depicted on screenshot but one with a wheesley J-33 and the other with a Whiplash J-x4. So I have on scene 4 planes, 1 with J-33, 1 with J-X4 and 2 with J-404 panther. Starting competition makes the 2 planes that havent the J-404 to run normally (100% throttle). Other 2 kept on 0% throttle. You can see 2 screenshots I made on imgur album test d) loaded one plane, started to fly by myself, and then activate autopilot on midair. Autopilot puts throttle to 0% and tries to pilot the plane, but with 0 throttle plane ended crashing on ground. Sorry for the wall of text, but I wanted to fully explain the testbed I have so someone can reproduce this (and find a solution :)) Thanks!
  2. KSP is a brand new install with just downloaded mods. I've donwloaded BDA (BDArmory.0.3.0.0_07282017.zip) and PhysicsRangeExtender (PhysicsRangeExtender.1.4_28052017). After delete partdatabase i saw that now KSP.log has errors but dont know if they are related or not to the problem. The problem still persist. Im still thinking that the problem is somehow related to internationalization, but you know more than me for sure Thanks!
  3. I made a new installment of KSP. Only mods installed are BDAc and PhysicsRangeExtender (that is mandatory with BDAc). The problem still persist. With 404 engine, neither competition mode nor AI pilot works. I got the KSP.log and took a capture: Thanks!
  4. Strange, since the problem is happening only for that engine. I tested on others and it works as expected. I'll try with a fresh install to see what is the mod that is conflicting... Thanks!
  5. Hi guys, I have a problem with the AI Pilot on 1.3.0 with Spanish translations. Every time I put IA pilot on with a plane with J404 Panther, throttle goes to 0. The AI is still trying to pilot the plane, but without thrust it goes to ground. I remark the spanish translations because maybe it is working correctly for the original english one (didnt try it, but I assume it just work or otherwise there would be other complains in the thread). With other engines, even engines coming from mods, it works just fine.
  6. This is the error Im getting when selecting the hercules gear: Funny thing is the animation for wheel deployment is played first time the part is selected but after that, the wheels refuse to deploy in the hangar or when launching
  7. Awesome work on your new release, as usual. Just a couple of things: I just saw the Hercules gears... It was like a dream come true... Sadly, they dont deploy and also dont mirror... Maybe it is an experimental new part? Also, the new Delta Advanced Winglet has the animation inverted. When I push left the plane goes left but the animation moves the winglet part to the right (I think it is better explained with a pic): Also, it seems to me that when the winglet is moved, is bigger that it should be (anyway, can me because of the vision angle or whatever).
  8. Didnt think about the rotatrons. Thanks for the idea.
  9. Is there any way to add toggle VTOL to Jump Jet engine through config changing / MM? I want to do a Harrier replica and this model is perfect for the Pegasus engine nozzles, but the engine itself cannot be toggled to change from horizontal to vertical
  10. Title that comes to my mind after reading Microsoft is Freelancer
  11. yes, you only have to open the window clicking on the tool bar and select the unit you desire. From there on, the speed will be displayed in the selected unit.
  12. Updated to 1.6.1: Compatibility with KSP 1.3 Added a toggle to show (or not) speed on orbital mode (if altitud mode is enabled and Pe > 0) Links and description in OP. Cheers!
  13. I'll try to update it this weekend and add an option to remove speed on orbit mode as you suggested
  14. I think it would be cool if SQUAD makes a revision on launch clamps. At least change them a little bit so the lenght of the arm could be adjustable the same way as the height. Also different models would also be nice. I just checked the wiki and they were introduced on 0.16, and as far as I remeber, they havent had any changes. They work just fine, but it would be nice if SQUAD gives them some love. It is a part that everyone uses constantly and I think it would be neat to improve it a little bit.
  15. First, landing on Mun, On the second attempt to land (watch a lot of times a video about landing on mun though) Then a cuadruple tie between: 1. First docking of two vessels. Docking ports where not implemented yet, but have a mod that had parts that acted like docking ports. A month later, 0.18 came out. 2. Assemble on orbit a Mir replica with all its modules using Buran (all thanks by marvelous mods made by Bobcat). Laggy as hell because my old computer, but really proud of it. 3. Make a Duna base out of Bobcats modules. After several attempts without reloading I aknowledged that only using chutes to land on duna was not a good idea. 4. Drive for like two hours from where I landed to the duna face with a Lionhead curiosity rover. (~10 m/s top speed) I didn't planned it, but saw my landing coordinates and thought, "that shouldn't be too far from here". More like a relieve, but really excited to see the duna face for first time anyway. Also, Im really proud each time a see a video or a pic of KSP from someone and see that said someone is using my little mod
  16. For first orbit: read a lot when I was a kid about space flights, so I figured out how to use stages to get to orbit in around 30 tries. For first munar orbit: I got a soyuz mod back in the day (~0.16) that had tremendous amounts of dV, so I just pointed to the mun until I got there. After that, I saw some youtube videos on how to land on the Mun (had to use winglets to land because landing legs where not implemented yet). And then I discovered Scott Manley and learn about orbital mechanics and a bunch of stuff.
  17. Just make a quick test to try to limit the number of times the calculations are made, unsuccessfully. If I limit the number of times the speed text is updated with the calculations, stock speed (in m/s) appears. I'll try to optimize the calculations instead of limiting the number of times they are done.
  18. Updated to version 1.5.0. Details on OP. Now it also can show different info on navball, overriding the surface/Orbit/Target texts. (thanks @Bit Fiddler for the sugestion!). @Galenmacil I'll take a look tomorrow. Maybe I can limit somehow the number of times the logic is calculated per second.
  19. I just forgot to add to the mod description, but it is already added to the mod
  20. Updated version 1.4.3. Details on OP. Changelog: version 1.4.3: 1.2 Compatibility. Also optimized code to not create several instances and less if checks. Also, I don't use / don't know how to use CKAN, but if any kind kerbonaut is kind to update it, please do it Cheers!
  21. @eloquentJane Thanks 2 times: 1º for explaining how this can be done, it saved me to to explain it 2º for thinking I done this on purpose. Really, it was by luck, so as soon as I saw it I got the urge to post it (i think its neat).
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