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Hertzila

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    Bottle Rocketeer
  1. Sadly, you're probably right. This looks like the type of bug that would need to be dealt with on the stock code base.
  2. Thank you for the fix! Too bad even the nuclear option is not total, since there's still some stutter pre-load and post-load, but every bit helps.
  3. A nice change of pace that fixing a bug reveals how to potentially fix another bug rather than causing another bug. In my case, Chatterer background chatter is being the biggest earsore. As the scene initially switches to a vessel, Chatterer cues some background radio report to play, then the game properly finishes loading everything in and that's when the audio stutters like mad. The radio report doing the "play the last 100ms on a loop" thing until everything is loaded is very noticeable.
  4. Hello. Just started using this mod and it sounds great. Engines sound way better. But there's this extremely annoying stutter whenever a scene change happens. Returning to space center from a flight results in like the last 100ms of audio looping until the scene change is finished, and it seems to happen with basically any audio. Search turns up a mention of it a couple years ago on this thread, did you ever find out what caused it or anything? Any potential fix? I know it's probably a stock bug that's simply exposed by this mod, but it's a somewhat glaring annoyance. If nothing else, would it be possible to make some hacky fix as a config "nuclear option" to make sure the stutter noise itself won't happen? Eg. on scene change, set all / master volume to 0, then fade audio back in once the scene has loaded?
  5. Regarding the KopernicusSolarPanel module, am I correct in understanding that if I just comment out the config file and do not use a planetary system with multiple stars, I won't miss anything or suffer mysterious crashes, or at least shouldn't? The config file seems to suggest something to that effect. It would be fine otherwise, but it breaks action groups and forces all my solar panels back to RETRACTED state. Having to set them all up again would be rather irritating. Great mod otherwise!
  6. The little I have used this, I've liked this mod. Using both the rate of beeping and the beeping's frequency to relay information is a great idea. Could you add support for RealChute parachutes? The "Off when parachuting" option doesn't seem to recognize them.
  7. This mod doesn't seem to respect the "ActionGroupsAlways = True" difficulty setting (action groups are always available). Could you add that, if it's not too much work? It's not a big issue by any means but it makes the first few flights with RealChute irritating. I just started using this so no other feedback.
  8. Update on this one. The worst bug, Lazor Guided Flight ceasing to function for the satellite, has been fixed. It will now function even after the seperation. Thanks for that! The second issue is still present but is still easily remedied by visiting the Space Center, so no critical matter. A strange new issue has popped up with the same "steps to reproduce". After the seperation and before the KSC visit, the satellite's LGF will function but it will be extremely... spastic, for the lack of a better word. It will find and turn towards the target but instead of gently locking in, it will cause the attitude to randomly jump around the target, as if massively over-correcting and then over-correcting for that, etc. It will fix itself after the KSC visit and as such is not a critical issue. At a glance it seems not to take account the vessel's changed mass after the seperation. Similar behaviour can still be partially observed after the KSC visit but the corrections don't cause the attitude to jump, even if the control meters in the lower left never stop.
  9. Disregard, double-post, the server went 500.
  10. Wild guessing but there could have been a hard-to-find typo in the algorithm that only manifested itself on certain stups and craft. Alternatively, a script or event kept triggering when it shouldn't for whatever reason. The mention of a fault that "had some very far-reaching implications" seems to support both. Also, I'd imagine that those of us who prefer manual flight were just happy that they could now use something to help them control craft, while those of us that preferred ASAS/Lazor RSAS/MechJeb/what-have-you to help maintain attitude control and locking were a bit miffed when the most basic of them stopped working as advertised. Hence, the huge amount of bug reports and complaints about the new system from the latter group.
  11. Personally, I've only ever used the docking cam well under the 400 meter range, so it might not be that critical an issue. Maneuvers done over that limit are generally just general burns to get the ship closer anyway and the navball can do that well enough.
  12. Here it is. The only things the stripped down version lacks are radial drogue parachutes. Tested it and the bug can be replicated by simply launching into orbit around Kerbin and seperating there. Staging should be correct, just keep seperating the outer layers as they run out of fuel. After the interplanetary stage (the Poodle engine), the satellite will seperate alongside the support struts. It has Seperators in the same stage, so turn the ship a bit so the satellite won't crash into the interplanetary stage. Both the 'non-functional satellite RSAS' and the 'lacking lander modules' issues should appear. The latter fixes itself after retunging to KSC and coming back.
  13. Great mod, I use it in every ship I make. Greatly enhances the experience with rudimentary autopilot functions and course plotting. Red lazor also makes docking an almost pleasant experience! However, I have run into a rather annoying issue, very similar to this one: In my case, I have a lander rocket design that includes a satellite and both the lander and the satellite stages have their own Lazor Systems and red and yellow lazors. For the most of my test flight to the Mün, the red lazor functions normally without any problems and continues to function normally for the lander after the seperation. However, the seperated satellite's red lazor will almost completely cease to function, only ever neutralizing the rotation but never turning to the designated direction, no matter what the setting (with the exception of "Free" of course). The lazor itself would point at the correct direction but the SAS system wouldn't utilize the controls nearly at all. They would flicker at the correct direction (I'm pretty sure it was the correct direction) but immediately level themselves. Or flicker at the opposite direction to neutralize the previous flicker. When manually rotated, they'd halt the rotation and then go back to flickering. It's not too problematic since the orbital adjustments are usually small enough to not take too much time manually, but it's something of an inconvenience. The satellite uses the Probodobodyne OKTO command module. Possibly relatedly, the lander's Lazor system will completely lack the red and yellow lazor tabs after the seperation. It can be fixed easily by going back to KSC and taking control of the flight again, so it's not a real problem. If necessary, I can provide the .craft file and the save file and the mods used (or a stripped down .craft without other mods) if it helps.
  14. Disregard this, accidental double post.
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