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nebuchadnezzar

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Everything posted by nebuchadnezzar

  1. Does this fix the status screen in the tracking station not showing up?
  2. @RoverDude I'm using the most recent version of USI LS, 0.5.9.0, and when I stage a decoupler I get an exception along with several errors. I've tested this on a stock 1.2.1 install with only USI LS 0.5.9.0 package installed. Here are my logs.
  3. @tetryds for me, the issue is @Kerbal Nerd123 was claiming the parts as their own, and only fessed up to stealing the models after being called out. Regardless of being giving permission (after the fact) it still leaves a bad taste in my mouth.
  4. I don't get why people try and pass off work from someone else as their own. This is just another case of someone trying to be a "modder" by ripping off another modder's work. I'm aware that Snjo said you could use the models, but that was after you already claimed the work as your own. Pretty gross, @Kerbal Nerd123
  5. I wish I could downvote your post. Not sure what issue @Gleisix is having, but it's not because 1.2.7 doesn't work with 1.2.1, because it's working fine for me.
  6. @magico13 I'm having an issue with stage recovery when I'm recovering crew. When a vessel is recovered by Stage Recovery, the tab for crew says they're recovered, but when I go back to the space center and open the astronaut complex, they're listed as KIA. Here are some screenshots showing what I'm seeing. SR screen showing crew recovered. Astronaut complex showing crew KIA. Here is my log file from testing on a clean 1.2.1 install with only SR, Mechjeb, MM, and Hyperedit installed.
  7. @magico13 I'm having an issue with crew recovery. When a vessel is recovered by Stage Recovery, the tab for crew says they're recovered, but when I go back to the space center and open the astronaut complex, they're listed as KIA. update Here are some screenshots showing what I'm seeing. SR screen showing crew recovered. Astronaut complex showing crew KIA. Here is my log file from testing on a clean 1.2.1 install with only SR, Mechjeb, MM, and Hyperedit installed.
  8. @MarkusA380 I really love this mod. One of my favorite parts about it is that it helps keep my stations and larger craft correctly orientated. However, I also use Mechjeb for ascents and maneuvering, and while I see it mentioned that PR is compatible with Mechjeb, I'm still having issues. Namely, it seems that regardless of what settings I use, either in PR or Mechjeb, my craft will "hunt" when coming up on a maneuver. This causes the time warp to fluctuate wildly while it acquires the node, and then loses it as the time warp kicks back in. This occurs in all modes that set maneuvers. It's especially agitating during landing, when there can be hours between burns, and the hunting behavior essentially means time warp is useless. I'm using the latest version of PR and the latest dev version of Mechjeb in a 1.2.1 install. Even on a clean install with just PR and Mechjeb this behavior exists. Here are logs from a test I did on a clean install.
  9. @Badsector Thank you for making such an awesome part pack! Also, I wrote a tweakscale patch for anyone who wants it.
  10. They have no such responsibility. Modders do this stuff for free on their time, as such we are on their schedule.
  11. @thesmokindeist It seems to work fine in 1.2.1
  12. @DirtyFace83 @smotheredrun @Beetlecat Kopernicus is version locked, so it won't work with 1.2.1 until there is an update. That means OPM won't work either.
  13. @RoverDude Is there a way to check the Life Support Status Screen from the tracking station? The Lifesupport button appears there, but clicking it doesn't bring anything up.
  14. @ferram4 Apologies, I did not see the newest dev build from Saturday. Everything is working fine now. Sorry to be a bother.
  15. @ferram4 I've been playing with the 1.2 Dev version of Kerbal Joint Reinforcement (KJR) and I've noticed an issue when using KJR in conjunction with Roverdude's Konstruction Mod. Konstruction is a mod which has weldable construction ports which once connected, can be removed, resulting in a permanent joint between the parent parts of the two ports. It's a great way to help part count on stations, I've found. Unfortunately KJR does not play nice with Konstruction. When KJR is installed and the ports from Konstruction are activated the docking ports disappear, but the parts are positioned incorrectly, with gaps where the ports used to be instead of a clean joint. Also, it appears dependent parts don't move along with the parent part like they are supposed to. Here is a picture to help you see what I'm seeing. Here is my log file. I posted already about this issue in the Konstruction thread and Roverdude indicated it would need to be solved on the KJR side. I understand if it's not something you have the time or desire to fix, but any help provided is certainly appreciated. Thank you for all your time and hard work, you make some awesome mods!
  16. @RoverDude I've been playing with the 1.2 Dev version of Kerbal Joint Reinforcement (KJR) and I've noticed an issue when using the collapsible docking ports. When triggered, the docking ports disappear, but the parts are positioned incorrectly, with gaps where the ports used to be. Also, it appears dependent parts don't move along with the parent part like they are supposed to. Here is a picture to help you see what I'm seeing. Here is my log file. I know KJR isn't your mod, and as such, not really your problem, but I was wondering if this was something that would need to be fixed on your end or KJR's end. Thank you for all your hard work, I really love all your mods!
  17. @Galileo Is it possible to have a all-in-one install again for all of us non CKAN users? I miss having it all in one go and it sure made it easier to install!
  18. @linuxgurugamer Why does the Spacedock link to the CKAN version on Spacedock and not the "Manual Install"?
  19. Currently, the clouds seems to work but the scatter configs will need to be updated for it to work.
  20. @allista Thank you for updating this awesome mod to 1.2! I've been tinkering with adding Hangar functionality to other parts and I've got it working for the most part. I used your Squad MM patch as a guide and I can get my custom hangars to launch and recover vessels. However, the one issue I'm still experiencing is the vessel position on launch. Whenever I launch a vessel from one of my custom hangars the vessel is rotated 90 degrees and not inline with the hangar. Is there a way to modify the orientation of a craft? edit I think I might have answered my own question. I changing the rotation of the inner model in the MM patch I wrote seemed to fix it. changed to: MODEL { model = Hangar/Parts/Models/Mk3CargoBayHangarConversion position = 0, 0, 0 rotation = 0, 0, 180 scale = 2, 2, 2 } not MODEL { model = Hangar/Parts/Models/Mk3CargoBayHangarConversion position = 0, 0, 0 rotation = 0, 0, 0 scale = 2, 2, 2 } Also, I was wondering, does the SpawnTransform field of the SimpleHangarStorage module have any other states than launch-position?
  21. I'm also having start up issues when using MFT and Procedural Parts. Here are my log files. KSP Log Output Log
  22. @pellinor I haven't seen this issue when playing with the latest dev version in 1.2. I launched from the VAB/SPH and the Runway/Launch Pad, with normal pods and tweakscaled pods, without issue.
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