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Citizen Joe

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Everything posted by Citizen Joe

  1. Alright. I figured out what the issue is. Just want to inform people that some of the KW Rocketry particle effects (the ones for the small engines it seems) break when texture replacer is installed. BEHOLD! Kinda odd that it only seems to be KW Heres a log of that flight if anyone is interested. Sorry there are other mods in there (was troubleshooting something else when i came across this) but this is TR causing it. It seems to make the particle use a specific flag texture for some reason. Will update if I find anything else. https://www.dropbox.com/s/9aeau3lklq4rxub/KSP.log
  2. No, by broken, I mean broken. As in they aren't being rendered correctly. They're rendering as a stream of rotating colored lines when I look at my rockets from below when launching for instance (when they're supposed to be images of some sort). Seems to depend on the angle. Has absolutely nothing to do with hotrockets. Where did you even infer that from.... Is this perhaps a problem with the x64 KSP version? EDIT: Negatory, the particles are still appearing very strangely on x86 version as well. Bleh.
  3. Has anyone else noticed the broken particle effects on KW engines? Any idea whats causing it?
  4. Hmm... Well it seems I was partially incorrect. Seems to be an issue with Hyperedit and PF not cooperating. This and HE seem to work fine on their own, but PF seems to be provoking Hyperedit into doing some rather unusual things, like creating a transparent overlay over the menu for some reason until the game is restarted. Here's a log if still interested. Right at 18:32:45.051 is where it happens (not sure WHAT exactly, but there it is). http://pastebin.com/QPbQnLz1 EDIT: Jebus, LOD sure spams the hell out of the log
  5. If I recall, it was doing this even on a fresh install. I'll try to get a log for ya in a little bit
  6. I'm having a bit of a problem when actually trying to play with this mod. Why when I have this installed do the KSC buildings become unclickable after an atmospheric entry? Is there any way to fix this?
  7. I believe its detailed somewhere on the KSP wiki.
  8. Quite the ingrate. http://remotetechnologiesgroup.github.io/RemoteTech/#signal-delay Speaking of bugs, my flight computer isn't pointing my ships to the correct headings. Could someone check this on their end?
  9. Wat. Remotetech was working fine before now. If you wanted to use it then why didn't you?
  10. ALL HAIL WOOGOOSE. And hooray no more ship copies.
  11. Has anyone had an issue with not being able to click on the Space center buildings after an atmospheric reentry? This happens very frequently when I have this installed. Any way around this other than restarting the game?
  12. Its kind of strange that it isn't. What exactly determines the strength of a connection? Node size doesn't seem to affect it in any significant way, nor does breaking torque. Stacking a bunch of small fuel tanks seems to be far more rigid than stacks of Cores. Is it the mass? EDIT: and does anyone know what mod could be causing the KSC buildings to be un-clickable after a while playing? This is driving me insane.
  13. Oh my sweet baby jesus. This just made my night. This is bloody awesome. That is all.
  14. Well quick update on the tweak: it works pretty darn well. Haven't had any horrible craft disassembly since yesterday, and it completely eliminates the considerable joint wobbling problems involving the cores when a craft containing the cores rotates.
  15. THANK YOU OH GREAT ONE. PRAISE BE TO DAISHI. This works perfectly. Thank you sir. I know exactly the bugs you mean, and i don't use huge amounts of these things so it shouldn't be too much of a problem if at all.
  16. Uhm... question. How do I avoid this: The wedges under the cockpit contain parachutes which are in the process of deploying and they stretch out like this every time, sometimes breaking the joint. Is there some value I can adjust to stop this from happening? I have KJR and already tried increasing the breaking force in the part file. Struts help but don't stop it from stretching like this. Any ideas?
  17. You sure? I was curious and tried converting them to PNG. My RAM use from this mod dropped by about 60%. I'm using ATM light if that matters.
  18. You're welcome. I hadn't noticed until today either until i was using three of your parts on a rover. Since Culv3r mentioned, I thought I might as well after doing a little testing. And you sure push them bugfixes fast. Nice job.
  19. Awesome SpaceX parts packyou made here breh. Absolutely loving the Dragon capsules. Edit: Also, just wondering, is there any reason you use mbm files instead of pngs for the textures? Using mbm instead increases ram usage by a rather needlessly huge amount.
  20. Actually, a lot of your parts do this, but it isn't dumping the data from them. Rather it seems the parts that this happens to have a separate "mode" (? dunno how else to describe it) when the craft is landed and another when it is flying/in orbit such that you can only access or reset data collected when landed while on land, and data from when you are in orbit when the craft is off the ground. Both sets stay stored separately, and you can technically collect two separate samples with some parts (like the magnetometer). Judging from your response, I assume this behavior isn't intended?
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