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Posts posted by Ravien
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not only UI - look at world renderings from orbit
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But still - KSP 1 scaled itself properly - and without this awful artifacts - look at Kerbin.
At bigger resolutions artifacts still exists, pixels are just smaller.
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As in the topic.
Tested game with lower resolutions and it looks absolutely terrible - UI gets grainy, and world rendering is none better (max settings + AA 8x)
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Even impossible to remap via direct editing of InputBindings.json
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I hope there will be options to assign more than one key to same action.
And there is no way to clear of keybind to empty
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Man, You're impossible.
Thanks for fixes. Noodle rockets make me literally angry.
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As I can see, we have to prepare for comeback of wet noodle rockets - this feature will be back in KSP2.
There is a need for more struts.
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This is the reason You have to pre-plan where to land.
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I wonder how most of people plays this mod - stock scale or 2.5 re-scaled
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Original GAP have "Marketplace" contract group. It covers parts, Kerbals needs to build first planes. Without it this pack cannot be used from beginning of new career play.
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For me, it's is the best one for airplane building, lacks only open cockpit (that one you can get form another mod). If only someone (hint hint) adopted it and fixed bugs.
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Sadly, Rocket Emporium with Animated attachement makes for really mean duo in my campaign - adding those made some of decoupler joints wobbly like jello (despite KJR) and strangely cloned advanced options tab (1.10.1)
Looks like this mod in its own \Plugins directory duplicates files form KSP\KSP_x64_Data\Manged\ Removing: Assembly-CSharp-firstpass.dll, Assembly-CSharp.dll, TDx.TDxInput.dll, UnityEngine.dll, UnityEngine.UI.dll fixes some problems
You also can fix (at least partially) wobbliness editing AnimatedAttachment.cfg, making it works only with parts provided by Rocket Emporium but it doesn't fix bad shroud rendering and other small annoyances
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I recently pushed Keyhole return capsule (BDB) from Mun orbit with rather aggressive periapsis 40-something km, it was left with 1 unit of ablator but survived. (JNSQ normal settings)
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1 hour ago, Beetlecat said:
On a different subject, do AP engines have actual torque represented? I'm building a biplane and notice that adding some starting left-bank trim on takeoff helps keep it steady and not veer off the runway.
Are You sure it's torque not wheels? AP wheels are quite buggy, @Citizen247 created config fixing some issues with few of them but for me part of them still unreliable.
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On 11/28/2020 at 10:09 AM, R-T-B said:
Please test this so we can get it to stable as fast as possible and move on to comets and better things.
Looks like comets work atm.
KSP 1.10.1 . JNSQ Kopernicus BE v46
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Same here:
1.10.1 infinite loading loop with latest CactEye beta
[LOG 14:27:52.695] Expansion makinghistory detected in path C:\Games\KSP\GameData\SquadExpansion\MakingHistory [LOG 14:27:52.696] Expansion serenity detected in path C:\Games\KSP\GameData\SquadExpansion\Serenity [EXC 14:27:52.707] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 14:27:52.708] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: SpaceDustWrapper 1.0.0.0 GameData\CactEye\Plugins\SpaceDustWrapper.dll
with SpaceDustWrapper.dll removed:
[LOG 18:41:56.115] Expansion makinghistory detected in path C:\Games\KSP\GameData\SquadExpansion\MakingHistory [LOG 18:41:56.115] Expansion serenity detected in path C:\Games\KSP\GameData\SquadExpansion\Serenity [EXC 18:41:56.129] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0) AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <c1858a3f77504bd1aaa946fdccf84670>:0) Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <c1858a3f77504bd1aaa946fdccf84670>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [LOG 18:41:56.130] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: CactEye2 1.5.2.1 GameData\CactEye\Plugins\CactEye2.dll
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Looks like some character encoding errors with two files
ModuleManager.log
... [LOG 21:27:43.210] Done patching [WRN 21:27:43.210] 1 warning related to GameData/ContractPacks/GAP-JNSQ/Flights/Airline-Flight-120-A.cfg [WRN 21:27:43.210] 1 warning related to GameData/ContractPacks/GAP-JNSQ/Flights/Airline-Flight-120-C.cfg [LOG 21:27:43.210] Saving Cache ...
KSP.log
[LOG 21:28:27.633] Config(CONTRACT_TYPE:NEEDS[SquadExpansion/MakingHistory]) ContractPacks/GAP-JNSQ/Flights/Airline-Flight-120-A/Airline-Flight-120-A [LOG 21:28:27.633] Config(CONTRACT_TYPE:NEEDS[SquadExpansion/MakingHistory]) ContractPacks/GAP-JNSQ/Flights/Airline-Flight-120-C/Airline-Flight-120-C
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Found no binaries in beta release. Some assembly required ?
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Really missed this one. Thanks for adopting another one orphaned mod
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On 6/7/2020 at 1:51 AM, Citizen247 said:
Currently patched gear:
- KS-H1 Fixed Landing Gear
- KS-V1 Fixed Landing Gear
- KS-X1 Assymetric Landing Gear
- KS-X1 Steerable Landing Gear
- KS-16 Slant Landing Gear
Patch works perfectly, at least some of wheels are usable again. Thanks for sharing.
Tested on
KSP 1.10 with JNSQ and Kerbal Konstructs. -
At this state I'm not going to pre-order either. Just wonder how T2 will neuter KSP2.
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Delays first, cutting features second
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On 2/10/2020 at 6:05 PM, Morphisor said:
The guys over at Bluedog Design Bureau consider me a loony for even trying to mix these two mods, but I do, so here I am...
I found a particular & peculiar compatibility issue between KSPI & B-DB. As you may or may not know, B-DB has a bunch of tiny probe cores with very small amounts of EC storage, even going as low as 5 ec for the most basic ones. When combined with KSPI however, every probe core from B-DB that has LESS than 30 ec starts out with exactly none when proceeding to the launch pad. In the VAB everything shows as it should. However on the launch pad the EC storage is 0. And of course the probe is uncontrollable as a result.
Any probe with 30 or more ec was tested to work normally, strangely.
The problem resolved itself when I uninstalled KSPI and the Interstellar fuel switch, so it's due to something being done by KSPI.
It's not a major issue that cannot be overcome, but I figured it may be a symptom of a larger issue behind the scenes and worth mentioning.
Main culprit there is, I think, patch contained in file \WarpPlugin\Patches\SolarPanels.cfg, which enables WasteHeat mechanism for solar panels. When part has batteries too its makes them inoperable.
@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]]]:FOR[WarpPlugin]
{
MODULE
{
name = FNSolarPanelWasteHeatModule
}RESOURCE
{
name = Megajoules
amount = 0
maxAmount = 0.001
isTweakable = false
hideFlow = false
}RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0.001
isTweakable = false
hideFlow = false
}
}As a crude workaround You can change first line into:
@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]:HAS[#chargeRate[>0]],!MODULE[ModuleCommand]]:FOR[WarpPlugin]
It will disable WasteHeat for all parts with solar panels and ModuleCommand.
I hope some Module Manager whiz knows how to make better patch for this issue.
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Yeah, Nyan Cat possessed my KSP too
KSP2 Keybinds
in KSP2 Dev Updates
Posted
You suppose to rebind it Your way not to break Your fingers on predefined one. But, as for today rebinding in game is very lacking.