JeffreyCor
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Everything posted by JeffreyCor
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Haven't found this specifically posted. Using the orbital building module (launchpad for building in orbit) when making a large ship it works perfectly, but when making something small it seems to go crazy and either fly off into space when released or cause explosions of varying degrees.
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Actually before finding these arms I used KAS in space with an arm a put together and did not have this problem, which is exactly why I asked if this one was being worked on since I liked these better. While I CAN get the same problem with KAS, using undocked mode resolves the problem entirely. While the magnet there doesn't have an undocked option, which is why I used the hook, I would imagine there should be some way. I will certainly try the disabling of wheels on the host vessel (there was none on the target and made of only 2 light pieces). Anything that might work is worth a shot
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Regarding the Robotic Arms pack, is there in the works an update to fix the control problem of what is grabbed going wild? I love the arms and design, which is why I've been trying to make them work.
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I don't know if I'm doing something wrong or misunderstood the change long. I believed it said the recycling bins were now targetable, but I am still unable to target my recycle bin. Does the pre update recycler have to be removed and an new one installed? or did I misunderstand what was meant? Thanks May see the problem, the launchpad.dll file is 0 bytes in the download. Sounds like something might be missing Thanks Gaius (below) removed the zero length and it all started working much better.
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[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
JeffreyCor replied to Firov's topic in KSP1 Mod Releases
I've found the flameout detectors don't seem to work with Osprey Propulsion Technologies Afterburner engines. Stock jets do work fine though. -
Crazy idea just popped into my head, instead of difficulty files to move it what about tweakable settings as TAC Life Support provides? This would allow a single set of files to be easily adjusted to suit any play style.
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Now-defunct-thread-that-should-not-appear-in-google-search.
JeffreyCor replied to Cilph's topic in KSP1 Mod Releases
At the time it didn't have shuttle parts as part of the thread, but yes those are what I was trying to direct to. Thanks for the assist -
Same problem as those reporting above, bioreactor is consuming biomass and not producing fuel. I used to work, but no longer is. Found this is Spaceport version 9.1.14 edition but also had in prior version, downloaded and installed updated hoping it would have a fix. I copied over an over version of Biomass and it has the same problem. It appears an update with another mod is interfering with this one. After finding a problem with Kethane also not producing fuel it looks like it could be a problem specific to my space station and not a mod problem. Guess I have to build a new station
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Spaceport version, the biomass reactor isn't producing fuel+oxidizer and the compressor isn't producing monopropellent. With the reactor the biomass drops as expected and consumes power but no fuel is made. I even attached a tank right in line to ensure there isn't a hub problem and made sure all docking ports had crossfeed enabled. With the compressor, it seems to not work at all as even the efficiency stays at 0 instead of changing to 1 as the reactor does when activated. Interestingly, this used to work but no longer is. Is it possible another mod could be interfering with the way Biomass works and causing this problem? Had a problem with Kethane too producing fuel, but only on one ship. It looks like the problem may be something went nuts on my space station that is keeping it from working
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Now-defunct-thread-that-should-not-appear-in-google-search.
JeffreyCor replied to Cilph's topic in KSP1 Mod Releases
If you use Smart Parts ( http://forum.kerbalspaceprogram.com/...ighlight=smart ) and set up your com in an action group you can set it to activate once the ship returns to a certain altitude even if it isn't in communication. I've been using these a lot for fully automatic probe landings. -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
JeffreyCor replied to stupid_chris's topic in KSP1 Mod Releases
Thank you for pointing toward this mod! I hadn't seen this and it solves both the chute issue and others as well. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
JeffreyCor replied to Firov's topic in KSP1 Mod Releases
This is a great idea!! very nicely made parts too. -
In total using Toolbar, Action Group Manager, Beastly Science, BioMass, Crew Manifest, Deadly Reentry, Firespitter, Ion Hybred Electric pack, Kerbal Attachment System, Kethane, Procedural Fairings, L-Tech, Infernal Robotics, MechJeb, BROMOMAN, Nova Punch, Orbital Construction Redux, Osprey Propultion (afterburner jets), Procedural Wings, Real Chute, Romote Tech, PWB Engine Fairings, SCANSat, Surfect Lights, Targetron, Tarsier Space Tech, TAC Life Support, Tweakable Everything, Wolf Pack Aeronautics, and of course Atmospheric Sound Enhancement. The slowdown seems to correspond to Tweakable Everything or Deadly Reentry from what limited narrowing down I have been able to do so far. Debug entries during the time of transition / slowdown. The slowdown began right at the first entry and speed returned to normal right at the last entry. I made no camera movements or any other changes during transition: ASE - Switching to falling edge ASE - Switching to rising edge ASE - Switching to falling edge ASE - Switching to rising edge ASE - Switching to before shock Also, when moving the camera and observing the debug, every time ASE - Switching to falling edge came up it would slow down greatly
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
JeffreyCor replied to sirkut's topic in KSP1 Mod Releases
I like the toolbar option, though the problem with RI not hiding during flight when the button is clicked is a bit of an issue. Very looking forward to this fix -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
JeffreyCor replied to stupid_chris's topic in KSP1 Mod Releases
I have had something odd since adding Deadly Reentry to the mix. If I set the predeployment altitude so the chutes will initially open after the entry phase the chutes disarm so they don't open. I always use the arming since I also use Remote Tech and a long delay can be a bad thing for manually opening chutes To work around for now it seems to work if the predeployment setting is set very high. This seems to let the armed chutes deploy then fully open when expected. -
Where did you find a stand alone non docking camera? I've been looking for this but the only camera I can find requires Lazor System (thus not standalone). Any direction where to find it would be greatly appreciated!
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I can try, but without actively taking notes while doing it the quality and precision will undoubtedly be lacking. One big item is the buttons, the descriptions for each were so long they cut off so it was extremely hard to even know what a button would do let alone the result. I also found it cumbersome piecing together all the various parts needed to accomplish a goal. Don't get me wrong, the premise is great but I think a more streamlined implementation would be an improvement. If it would be beneficial I'll make a separate install of KSP for testing purposes of Biomass and specific notes, though your difficulty level idea seems to solve pretty much everything.