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Posts posted by viperwolf
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On 3/4/2023 at 11:08 PM, sarbian said:
(and of course there is KSP 2, but that will be for later).
Looks like Ill have to make another donation in the future
Seriously, Im really glad and excited that mech jeb will move to KSP2 one day.
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On 3/2/2023 at 10:14 PM, HansAcker said:
I don't think so, no.
Did you try both override settings in the docking autopilot? What status does it show in the window when it locks up?
Ill have to look and see what it says exactly, I dont remember. Its saying something like aligning or closing distance. I did try the override settings.
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Anyone know if any of these mods conflict with Mechjeb? Specifically docking?
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8 minutes ago, sarbian said:
Is it with stock docking port? Are you sure you have set the 'Control from here' on your docking port and the target is the other ship docking port?
Yes, stock JR docking ports, and have control and target set. I watched some old vids of Mechjeb docking and nothing looks out of the ordinary for my two vessels. I just feel like Im missing something simple that is causing this, but I guess others have done the same. Once the ports line up (Ive tried from 5-20-30m), it wont close the distance for some reason.
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11 hours ago, GoldForest said:
I've had this problem too. Don't know what causes it.
I searched and found several talking about it, but no one has a way to fix it.
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Im trying to "automate" everything and ran into a problem when docking. I can get the vessel to line up but it just stops before docking, It wont finish the procedure. Im guessing 20m or so, Is this an issue with MJ or am I missing something? I can dock manually just fine, but it defeats the purpose or what Im trying to do anyway.
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I watched Artemis one launch and developed an itch to play again. Loaded Ckan and yummy, a tweakscale update. Then loaded Kerbal and saw the same message as posted above. You er still here banging problems out and helping others. Respect to you!
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Sorry if I missed it, did 2.4.6.1 fix the last bug where parts where loading weird Or should I stay 2.5.4.9 for now?
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1 hour ago, Lisias said:
Don't bother, reverting to 2.4.5.9 worked fine now!!!!
Since last week I had a power failure on home and so, a reboot. It's the only thing I can think now that could be influenced. And I'm only considering this because earlier this year I got a really weird behaviour on MM, that I reported here:
In a way or another, this appears to clear the Stealth Save from the crime. Well, two lightnings can strike the same place more than once - and if there's a lightning rod there, you can bet your SAS it will happen.
On a side note, rebooting the machine to solve software glitches was the reason I ditched Windows 10 years ago. I never thought I would face this crap again on MacOS - but hey, C# is Microsoft, right?
Too late lol. I played for about an hour and testing and loading my craft. Everything I have has TS in it. All of them where fine. I hope that helps in some way.
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31 minutes ago, Lisias said:
Well, it helps a bit.
On my tests, reverting to 2.4.5.9 did not improved the situation. I did a roolback to 2.4.4.6 and still got the problem on the ReStock test bed.
The interesting thing is that once I manually fix the problem and save the craft, everything works fine again and for good, I didn't got the problem again in any circumstance.
— — —
Anyway, I'm cooking a (yet another) release with the Stealth Mode deactivated (you will need to use a patch to activate it, the same way I did to activate things on KSP-Recall). If I'm right (and there's a pretty decent change of it), it will prevent that new crafts triggers the Wrath of the Screwing Pipeline under us - I just can't fight the thing…
H
umm… Or perhaps I can? I had an idea…Ill reload when I get time and actually try and play it. Just to make sure.
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Not that it helps, but I rolled back to Tweakscale 2.4.5.9 in Ckan and my crafts loaded fine again. I did not try and play around with them, I was just curious if they would load correctly.
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If Im only running KAS and not KIS do I need a companion?
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This is such an important mod IMO. I really hope KSP 2 comes stock with this, but we will see. You have been patient and rock solid sense you took this over.
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5 hours ago, Lisias said:
METAR
There's a new old Kraken Food pesking TweakScale these days - but, granted, it's exarcebated by a bug on TweakScale itself.
That's the history: at least on a situation that appears to involve ReStock (but it's not ReStock fault! It's only the trigger), sometimes when loading craft files from another savegame some parts ends up with the Z coordinate inverted (i.e., the part with the bottom "down" on the source savegame ends up with the bottom "up"), and this is a situation badly handled by TweakScale:
On this sample craft, you will note that the fairing is Z axis inverted (node how the building goes downwards). The fuel tanks under it are also Z ais inverted, and it's the reason you see some texture fight where one tank attaches to the other (meaning that they were misplaced, and this is where TweakScale borks too). It's also the reason the Lander got pushed above the Monopropellant tank (that was also Z axis inverted, triggering the bug that pushed the Lander above it).
Making things yet more interesting, the tank's texture is on the right position. What's messed up are the attachment points - and I confirmed this by detaching the tanks and reattaching them upside down - a situation where "normal" tanks would bork the scaling (due a bug on TS, just to make it clear), but on this craft it ended up working (due the swapped attachment points, apparently).
Once I invert the misplaced parts (or delete them and get new ones from the Palette), the problem vanish for good. It didn't came back once I saved the craft on a new file, even by removing and adding back ReStock on the installment. And this is the reason I'm sure ReStock is not the troublemaker, but was merely involved on the fürball.
Neither installments (mine and the source of the craft) had Harmony, by the way. So this is happening on a "vanilla" Stock binaries. I'm inclined to accuse the UpgradePipeline, as this one was known for screwing up the Z-Axis of Control Surfaces when KSP 1.8.x came to light - and since Control Surfaces are surface mounted parts, the attachment point bug of TweakScale doesn't kicks in, the only annoyance is having to invert the control of the part all the time once you launch it.
In a way or another, I'm reporting this so people are aware of the situation - even by fixing TweakScale, the attachment points will still be inverted and this may screw up others add'ons too. Additionally, this TS bug is present on every previous version of TweakScale (including the ones from the 1.3.x era), so there's no reason to postpone the SpaceDock update as I was doing while I was not sure about the real reason of this major group borkage. So I'm updating SpaceDock this night for the latest TweakScale.
As the result of this borkage, I'm rescheduling the RoadMap to tackled down this attachment related bugs for the next Release (to be issued Soon™)
Cheers!
This is the exact issue I ran into after the update, thanks for catching it. You Rock!!!!
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This a great mod, bc nothing really adds wheels. I have issues with one of the stock wheels on my rover builds. They shake like they are having a spasm. These work great and they are SCALED. I try and use the least amount of mods I can, but these wheels for rovers are great.
I did not see any conflicts concerning the mods I have
-Tweakscale- I know is not needed for this
-Rocket Sound Enhancement
-Kerbal Reuseability Expansion
-Restock- not restock plus
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On 8/19/2021 at 4:34 AM, damonvv said:
A few new parts are planned and will be shown at some point soon.
Happy launches!Im not trying to rush this at all. Just curious if you have a time frame, for a teaser, of what your working on.
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This is the only mod that gives us the missing parts we need without having to download an entire Rocket pack. If ever possible, more chute options would be welcomed. I try and run the least amount of mods as I can.
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I would like to see tweakscale be a stock feature. Especially for robotic parts, being stuck with one size makes designs hard.
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15 hours ago, DasSkelett said:
This means that CKAN can't reach GitHub to download the current mod repository. This is often caused by bad anti-virus software or firewalls going crazy.
Check if you have something of that sort activated, and try again after disabling it. Also check if you can reach https://github.com/ and https://github.com/KSP-CKAN/CKAN-meta/archive/master.tar.gz in your browser and whether the second one successfully downloads a file.I was able to access and download. Ill check my AV if something has changed, I have not changed anything myself. Never know though. Thank you
Now it loaded, I have no idea why.
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Hello, I started having this problem where it loads 10% then errors after a while.
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On 2/13/2021 at 3:35 PM, Lisias said:
Found my way on the mess Paypal is nowadays. For some reason, Paypal choose to do not provide PayPal.me for Brazil, and I lost this option somewhere in the past when I had to migrate my account to Brazil due fiscal reasons. Not sure if I ever had, though - I never had the need before.
However, there's a similar feature called Donation Buttons, and I finally found my way on how to use it.
Use this link for such. I will update everything and the kitchen's sink as time allows with this new link.
Donation link worked! Thank You!
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12 hours ago, Lisias said:
So you have something more on your rig. There are some exceptions on your KSP.log? If not, the only thing remaining to be checked are the Meshes you are using on your installment.
Holly Krap, I completely forgot about it! I had opened an account on Patreon to be used when TweakScale 2.4.4.0 and some Compantions would had gone gold, but I completely forgot about it! #facePalm.
I'm adding my patreon link to my github repos where appropriated, updated the pages on SpaceDock and I will update the Forum pages as time allows.
Thanks!
Ill go ahead get the video,logs, and craft file. I do have restock.
On a side note, I hate asking, but do you have a paypal? Im not signed up to patreon.
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6 hours ago, magnemoe said:
Landing the 18.2, I had to see the landing animation to get this but that animation is well worth it.
Its a pretty nice set up, I like how they allow you take control of the camera.
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18 hours ago, Lisias said:
Well... Anyway, I already had fired the thing. I loaded the Sample Craft called Bug-E Buggy and made some tests:
Scaling things down too much will mess up the wheels coliders, but the thing didn't wandered away on launch.
(I removed some non-scalable parts from the vessel).
So I scaled up the thing (and had to add some auto-struts to it).
And no drifting.
On a side note, this last test hinted me there're something wrong on the scaling the colliders - so this test was not useless. Thanks!
In a way or another, this is something on your installment. Mine works fine - I really need a concrete example from you so I can keep digging on the matter.
No use for me to post or bother you anymore. You er already working on the issue. It indeed only happens when I downscale the wheels. Normal size they work fine. Thank You as always.
Side Note: Where do I donate to you?
[1.12.x] Waterfall - a framework for continuous, mesh-driven engine effects (Aug 2)
in KSP1 Mod Development
Posted · Edited by viperwolf
I already installed waterfall through ckan, now I decided I want to install restock. Do I just simply download/install Restock-Waterfall 0.2.3 now? Is there anything I need to uninstall?
EDIT: I have Stock Waterfall Effects by Knightofstjohn Installed now.