Jump to content

Gryphon

Members
  • Posts

    432
  • Joined

  • Last visited

Posts posted by Gryphon

  1. 13 minutes ago, Just Jim said:

    I sort of had the same thought just now... but from a different angle. @JPLRepo said back on page three something about concerns being sent to the legal department... and it suddenly dawned on me... we're expecting a quick answer from a bunch of lawyers???  :huh:

    Like it or not, this might take a while.

    True, but if they're considering any changes or clarifications, I'd hope that they might consider pushing back the implementation of the new EULA to allow for said changes or clarifications to be shared, and perhaps they'd even elicit community response (or at least some community leaders, i.e. influential mod makers) to those changes. That'd be nice, don't you think?

  2. 59 minutes ago, theonegalen said:

    I'm getting the "not in the same space" bug with some mod parts I'm cfg-ing. As far as I can tell, this CC config should make them all the same space, correct? It's based on the config that came with CLS.

      Reveal hidden contents

     

    @PART[chunk1875|1875CargoBay|1875ServiceBay|1875airstairs]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[FantomWorks&SXT&ConnectedLivingSpace]
    {
        MODULE
        {
            name = ModuleConnectedLivingSpace
            passable = true
        }
    }

     

     

     

     

    Am I missing something?

    Are you using the latest version of CLS?

  3.  

    1 hour ago, gerishnakov said:

    If memory serves, can't this be used to recover unfocused probes if they're on an atmospheric re-entry course? I recently had a Mun probe pass through Kerbin's atmosphere with a minimum periapsis of 25km, but it carried on going straight back out into space. I could swear that Stage Recovery used to recover anything, so long is it had a parachute.

    That's what it does, but you gotta get below 20 or 21 km altitude (whatever the height is that KSP deletes the craft). You were ALMOST there.

    Almost forgot to mention - you'll need heat shields if you're going orbital velocity or faster, or SR will decide you've burned up instead of being recovered.

  4. 2 hours ago, BT Industries said:

    This would mean that my friend's view of the telementay data would drop out and so would the voice chat, but when I regain signal in-game my internet connection goes back online and my friend can see/hear every thing again.

    I think this would bring KSP role-playing to the next level in regards to realism.

    What do you guys think???

    I think that's a cool idea! It would probably be best as a mod for Telemachus, to tell it when to turn on and off (or even affect your data rate) based on your connection staus.
    For voice comms, you'd need a voice chat application that would respect a status setting of connected or not. (Ooh, and it would be great if the voice comms would also add a simulated lag delay.

    But probably out of scope for RemoteTech itself...

  5. 3 hours ago, killbotvii said:

    I don't have much more info than that. I'll attach a solar panel or antenna and it refuses to deploy with a message saying that they can't deploy when stowed. I'll post screenshots shortly. As for the debug logs, you mean from the standard logs file, right? I hope I'm not being annoying at all with this.

    Are you using a fairing, and if so, is it a stock fairing?

    See the instructions here for how to find the right log file:
     

     

  6. 16 hours ago, Nerfclasher said:

    @Claw your bug fixes break addons and also breaks ive

    I suspect Claw will need more information to be able to help, or to figure out what problem is occuring. Have you looked at:

    But I'll start with these questions:

    What other mods do you have installed?

    Do the other mods work without Stock Bug Fix Modules installed?

    Which Stock Bug Fix Modules are you using?

    If you are using more than one Stock Bug Fix Module, can you isolate the issue you are seeing to a particular one?

  7. 3 hours ago, Sma said:

    I'm also having the corrupted KAC window problem after upgrading to KSP 1.1.3. I'm using CKAN and it did show an update for KAC. It says installed version is 3.6.1.0 but latest version is 3.5.0.0. I haven't tried it today, but did last night after updating KAC via CKAN and it was still messed up.

    Are you sure you meant 3.5.0.0? The latest version of KAC for KSP 1.1.3 is 3.7.1.0

     

     

  8. @magico13
    I just thought of something. I know you've mentioned deprecating the KCT simulations, though I, and perhaps others, still like them

    BUT

    I can also understand the desire to focus KCT in on its core activities. It's easy to see that flight "simulations" are peripheral to that, even it's nice to have them when using KCT.

    SO

    I've got a crazy idea here. What if, instead of just killing the simulations off, you just separated them into their own mod that (perhaps) integrates with KCT? That might allow for more options. Worst case scenario, if you didn't want to keep updating it, it would make it easier for another developer to take it over.

    I know some devs might not like the idea of splitting up their mods, but I like to think that you might be open to this as another option. :wink:

    ETA: (Of course, I don't know how tightly integrated it is now, nor do I know how difficult it would be to unwind it rather than just killing it. Obviously, that would be a prime consideration.)

  9. 21 hours ago, C04L said:

    hmm, I am using the latest ksp(64) build and a clean manual install of RT(latest build) however i dont seem to be getting any missions, im over a qtr way through the tech tree now (unmanned before manned).

    does anyone know what i can do to find out why?

    I'm pretty sure RemoteTech doesn't add contracts. HOWEVER, I am pretty sure the following mod does:

     

  10. @Vegetal I think Ferram has mentioned there are problems with the code for wings, and that he's planning to overhaul that part of FAR.

    If this is a bug he hasn't seen, I am pretty sure he will want a craft file that shows the issue, preferably built with only stock parts (or with as few other mods as possible, along with a list of what other mods are required).

    Oh, and the log file too, probably. If you look at many of his posts in here, you can see the info he needs to make your report useful to him.

    ETA: and definitely exact reproduction steps - and boy, howdy, he means EXACT.

  11. 5 hours ago, cantab said:

    I've suggested before, some way for FAR to indicate the Flight Assistant is on might be warranted though. A highlight on the FAR icon, perhaps? Or how about only having it on when the FAR window is open, and turning it off when that window is closed?

    I like your first suggestion (indicating that one or more Flight Assists are active by "lighting up" the toolbar icon) but not so much your second one - you gotta be able to close the window without affecting the mod behavior.

  12. 17 hours ago, NemesisBosseret said:

    Ummmm i think im crashing due to Trajectoies my crash output log is filled with tthis

    NullReferenceException: Object reference not set to an instance of an object
      at Trajectories.NavBallOverlay.SetDisplayEnabled (Boolean enabled) [0x00000] in <filename unknown>:0
      at Trajectories.NavBallOverlay.Update () [0x00000] in <filename unknown>:0 

    Litterally its repeated a million times near the end of the log 

    Make sure you have the latest version of Trajectories, and make sure you have it installed correctly.
    If that's not it, you might try taking a look at

    Folks need more details to be able to diagnose your issue, and that post explains how to get them (as well as some other things to try to fix the issue).

  13. 1 hour ago, LaytheDragon said:

    I will be soon to be stop using PlanetShine, as Scatterer will be obsoleting this mod. The new planetshine feature in Scatterer that will soon be released as WIP casts planetshine onto other celestial objects and on craft.

    Well, it's a different developer, so it's not "obsoleting" this mod. It's just another visual improvement mod that MAY eventually work in the same space as Planetshine. It's always great to see people doing neat stuff to make KSP better.
    Anyway, I am enjoying Planetshine.

    (I'm not sure if you're over-excited about Scatterer, not a native English speaker, or both, but it came across as if you were being negative about Planetshine, which made me sad.)

  14. 1 hour ago, OrangeTang said:

    Hey there, I've got a kinda specific bug. I've been building a ship so that I can bring a large amount of tourists into orbit in career mode and in order to have that many kerbals be able to return to kerbin I've made a ship that separates each capsule by themselves and automatically deploys each pods parachutes. My issue is that after all the pods landed correctly their contracts show a check mark as they should but do not get cleared. If I turn the mod off the contract completes as it should which seems to mean the mod is the issue causing the contracts not to complete properly. I can't even redo the mission because the tourists disappear after I've recovered the pods. Thanks..

    @OrangeTang
    Last I checked, you should generally avoid recovering Kerbals through Stage Recovery. You can go into the Debug menu and complete this mission, though.

  15. 14 hours ago, Recon777 said:

    It's okay - I was just curious because usually "Something exploded" means "I did something wrong" and was wondering if I was supposed to be doing something differently if I use FAR. I'm not asking you to do anything.

     

    Ferram's comments reminded me of another option I forgot - since you are using a mod designed to increase the realism of the aerodynamics, you might look into the various mods intended to increase the realism of the tech tree.
     

  16. 5 hours ago, Recon777 said:

    Reducing the fin weight (and limiting the thrust of the engine) got me higher, but it still landed at 7 m/s and blew up. The capsule and pilot survived, so I suppose maybe this is simply a rite of passage to have part of the first rocket explode when the career begins? It's not like there are decouplers when the game begins. Landing with that heavy booster attached to the capsule is the only choice.

    If you were going to drop the booster with a decoupler, it would have exploded anyway, right?
    Anyway, if you want to safely land the craft with an attached booster, you will need more parachute. Have you unlocked the "Survivability" tech? That unlocks the radial chute.

    Aside from the changes to aerodynamics, keep in mind that FAR also uses a "lite" version of RealChutes for the parachutes. Under RealChutes, the Mk16 parachute is just intended to land that basic capsule, not a heavier craft with a booster. However, if you use the full version of RealChutes (which gives you more control over your chute sizes), there's a "RealChute Cone Chute" part that is similar to the Mk16, but defaults to deploy a bigger chute. That's what I used at the start of my career mode game.
     

×
×
  • Create New...