Jump to content

boberts314

Members
  • Posts

    146
  • Joined

  • Last visited

Everything posted by boberts314

  1. I have a question for those of you who have encountered the issues with the horizontal stack winch controls and GUI. How many of you are using Action Group Manager? I recently uninstalled AGM due to an unrelated issue and I've just noticed that the horizontal stack winches appear to be operating normally from both the context menu and GUI.
  2. Well, time and debug mode heal all wounds. I suppose this is what I get for not backing up my save more frequently. I wish the game would keep like the last 3 quicksaves instead of just the latest one.
  3. If it's worth anything I recently lost all of my experiments from the science lab that was storing them after installing AGM 1.3.2.0 (In fear of losing my experiments, ironically enough). The situation that 5th horseman describes in his bug report did not occur though, so it may be an unrelated incident. The science lab storing the data did get unloaded and then reloaded, but I was in a (different) ship at those times. I have to recollect those experiments and other experiments I've yet to do, so if this continues I will come back with more information. Edit: From what I can tell the update may have made the issue worse. What I'm doing: 1. Removing experiments from the instruments and command capsule of Science Lander 1. 2. Storing them in a science lab on Lander 2. 3. Taking Science Lander 1 out until Lander 2 unloads (at least 2km). 4. Turning around and landing near Lander 2. 5. Switching control to Lander 2 to check experiment storage. Each time I do this all of the data I stored in Lander 2 is gone. I tested two or three times to verify that it was reliable. This bug first affected me last night after I installed AGM 1.3.2. Removing AGM causes the problem to dissapear.
  4. I'd almost forgotten this, but it seems to be chugging along nicely. I'm not sure how you plan to get the fairings to wrap around adapter shapes as odd as that one, but I imagine you'll come up with something.
  5. Sure, but vessels shouldn't undergo random forces due to rounding errors at high altitude in stock KSP.
  6. Tonight's update on this issue: I set aside a few minutes tonight to troubleshoot this a bit. I made a copy of my .23 install and removed everything from gamedata except for KAS, Squad, and the modulemanager.dll. The issue persisted. Still just the horizontal stack winch. Tomorrow I'll download fresh .zips for KSP and KAS and see if I can get the issue to still reproduce that way.
  7. You may be able to bypass the issue by setting the extend and retract commands to an action group before launch. Or after launch, if you have Action Group Manager installed.
  8. In regards to our RCS bug, IE: I just realized that I don't think I've seen anyone post the workaround I've been using. If you use the right-click menu to disable flow from a mono tank (click the green arrow) then a kerbal will not remove mono from that tank when they exit the craft. I've been using this fact in conjunction with some of the 10 unit tanks from the KSPX mod to prevent my kerbals from emptying the entire mono supply whenever they leave for a walk. I just turn off all but one tank and the command pod so that only twenty units are available, and then when I get back I refill those two tanks by pumping manually from the ones that are turned off. It's been working like a charm so far, although I have to be careful when docking two vessels, since that will usually add at least another ten units to the supply a kerbal will pull from. Edit: Although now that I re-read that quote it looks like either Thrombo misinterpreted or has encountered a new problem. Oxygen should be unaffected, and the known bug is that the ship will be empty except for what the kerbal returned when he got back into the ship.
  9. That's interesting. The stack horizontal is the only winch I've tested, as it's the only winch I've unlocked in career. Time to do a quick bout of science then.Edit: Confirmed it, only the horizontal stack winch is experiencing the issue. All 3 other winches operate normally from the context menu and register properly in the GUI. I don't think I'll have time to start yanking mods tonight, but maybe I can at least get a list of the ones that use plugins ready.
  10. Quite a few, yes. I'm not looking forward to sorting through them but I guess it can't be helped.Do you think I can safely assume that the mod causing trouble would include a plugin, or should I also try all the stuff that's just extra parts?
  11. I'm having an issue with my winches. The short version of this is that I can't directly control them anymore. The extend and retract options are absent from the context menu(although I'm still able to access them with action group manager), and if I try to open the GUI all I get is the box that you can see to the right of the timewarp controller. I'm reinstalling KAS now to see if maybe that will help. Has anyone seen this before?
  12. It could be surface area based. I know that Kerbal Joint Reinforcement has been using surface areas to determine connection strengths. I can't recall exactly where I read it, but it sounded like leaving an unconnected node exposed to airflow would create extra drag. I think it was sort of encouraging nosecones...Here's a relevant bit from the FAR forum for cargo bays. The best of my recollection is that it looks for that wording in the name of the part, but the best thing to do may be just ask for specifics.
  13. At some point or other I decided that I wanted the bays to be just for holding things, so I deleted all the command/RW modules and moved them over to Structural. Last night I finally got around to making an MM config so that I don't have to redo it each update. FAR is an odd thing, I'm less than completely clear on how it works. There's something about exposed connection nodes causing drag I think, and I've no idea how it determines aerodynamics for blocking. It has some sort of auto-detect function based on part names to help it automatically detect cargo bays and treat them appropriately, but I have no idea how it will interact with a bay that has its doors as a separate part. I'm not sure how hard integration would be, but it would more straightforward than leaving the doors off and shielding the bays with procedural fairings as I'm doing now.
  14. I just finished making up a modmanager .cfg for the files (I like to take the probe core out) and I noticed that the spire bay .cfg seems to have an extra set of command module functions left over at the end of the list. Might be a copy/paste error of some sort. I think it's harmless, but you might want to clean that out. On an unrelated note, what do you figure would be the chances of eventual FAR integration for these bays?
  15. Frequently, yes. With FAR on that sort of thing would be great in combination with fairings and Bond's automation bays.
  16. It looks like the automation bays all have tech requirements at least. Quick check on my part, but reasonably sure.
  17. And yet still presumptuous enough to state them as fact. Constructive criticism would offer viable solutions after deconstructing the problem. So unless you're currently working on a flowchart to explain the myriad paths by which taniwha can better use his operating resources of a $0.00 budget and far too little free time then the role you've chosen to play is "another person complaining about a problem that has already been brought up, acknowledged, and discussed to exhaustion".I'd like for you to play that role more quietly, please. We already have plenty of them and the noise is becoming bothersome. It would be a shame if the project were abandoned because nobody wanted to put up with the armchair critics.
  18. If you don't think he's doing it right, perhaps you should create a superior product?
  19. As much as I hate to admit it, I'm probably the same as skyhook. The only uses I've found for robotics so far have been things like station arms and drill rotators. The smallest I've ever needed was a hinge to fold out a truss so that a satellite would fit in a cargo bay and I managed that with the standard hinge. Until probes need more parts to move I probably don't need more moving parts for probes. It's a shame you couldn't make parts like these procedural or modify the rescale factor while in game, but I imagine the animations and hit boxes would make things "a tad difficult". Edit: Oh, and excellent work Porkjet, very industrial.
  20. My best guess is that it had previously been impossible to load liquidfuel without oxidizer, so there was a jetfuel slider as a workaround. LF and Oxy are separate now so the jetfuel slider is removed.
  21. The first of these two observations may be due to the fact that regenerators just change C02 back into oxygen. Adding a second regenerator to your supply wouldn't change the amount of oxygen/CO2 you are carrying, just the rate at which you can recover CO2. Essentially that's dead weight unless your kerbals are producing CO2 faster than the generator can convert it.The reason that the estimated time shows as infinite when you launch is that your crew doesn't consume oxygen supplies while they're in a breathable atmosphere, but that update on switching away from and back to the ship may be a bug of some sort.
  22. Woops. In that case my own EPL install is probably operating on cheat mode, too. I'm still tooling around with getting to the Mun so I wouldn't have noticed yet. Looking forward to the update then, it sounds promising.
  23. My first guess for both of you would be that you haven't installed the Kethane mod. The resource system of EPL is integrated with Kethane, and without the mod installed it will revert back to building things for free.
×
×
  • Create New...