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Justin Kerbice

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Everything posted by Justin Kerbice

  1. Catch a NRE by just moving a vessel then trying to switch to another: (which makes he vessel doesn't appears on the screen by the way) Hope this help.
  2. @SirCmpWn: does the stats really accurate ? I really suspect something/someone doing foolish stuff with data. Example, my AMEG mod got 10141 downloads in oct 28 ! Just because it was on featured mod ? Seriously I doubt that, my other mods are there, not featured and got a lot less downloads, which by the way I don't give a sheet of paper . May you could an experiment by putting a fake mod in the list, with a random KSP screenshot, some dummy texts like 'this is a test, don't download and don't follow", and an archive with just "you're download the wrong file, game over" text in it . And see what's happen, I bet we'll see thousands of downloads magically ! You can remove my AMEG mod from the list for this experiment if you wish.
  3. mmm weird, unity/KT are not directly related, a unity exported object is still what it is whatever which plug-in use it later. And I can confirm it's not 100% true as I have exported my bigger launch pad and use it with KK as-is and got the issue (not a surprise IMHO). Perhaps a side-effect (using old KT config style with KK for example) he's got which has masked another issue.
  4. Those crafts "imploding" issues are weird I can tell you for sure that on 0.23.5, EPL works fine on Duna orbit AND on the ground, did it some times without any kind of issue with my crafts (not really big by the way). With KT, I have launch sites on both Minmus and Mun and do countless launches without any trouble. I was lucky . But, big but I guess, docking feature for KK launchpad would be impossible due to the static nature of objects, but (another one), I may be wrong. EDIT: do some test on Duna with by bigger launch pad (surface is at an altitude of 1476m). 1 part (probe okto core): no bumping/explosing but part is half sink on the pad 2 parts (+ a RW added on top): ship bounce, no explosion 3 parts (+ an EM engine below): again it's jump in the air + 2 launch clamps: ok no bounce, but there is "something" when vessels in unpacked (weird movement) a Nasa LFB + 3 launchclamps and some parts on top => vessel sink ~1/3 in the pad When launching... it goes up then explode (structural failure according to KSP) ! Whatever the height set in the VAB, vessel is always put at the same altitude. If I use low thurst (2 marks on the jauge) = no explosion . stock KerbalX: complete disaster, only the pod survive (lucky this time, another attempt = nothing survive at all) Munshine 3: spawn in the air at 1533m ! Munshine 4: explode as KerbalX Probodyne QBE: spawn at ~ 1700 before falling down (no LC used) Looks quite random May it be linked to the fact Duna has no water ? There was a post on plug-in help forums about getting "water level" on all bodies. Wrong altitude set somewhere ?
  5. ok thanks. I have to update the AMEG ckan file, it's on my list . suggestions to detect part mod: -look at main subfolder of GameData (may or may not give a hint), -look at existence of every config files provided in the mods (here, ckan need to process archive to be sure to forgot no one), + get all parts in file (one file can contains x parts), - ultimately, do some checksum stuff as part config can be upgraded for a reason or another without any other changes (a new parameter, a balance update, a typo fix, ...) as well as textures and models which can be upgraded independently. (in fact it's close to a plug-in considreing icons, config file/settings, ...)
  6. I hope aptitude default settings mess (install recommended package is checked) will be avoided . Also, if modders mess up with their settings, people managing CKAN (you ) repository HAVE TO fix this (like for debian packages, packages are not usually "owned" by software authors), lazyness or foolishness or whatever it is has to be fixed for the benefits of all users. I've seen too much mess with Debian because of some people and I don't want to see the same issues here. By the way, is parts only mod managed yet ? Or when ?
  7. Thanks for the test, I'll update them as soon as I got some spare time and will to do it (+ a serious texture upgrade, to match new stock parts, in a second update) (Nodes was made according to SP+ mod/mk2 C7 parts).
  8. While waiting for any change which are not likely to happen soon (unless you believe in santa), bettertimewarp plug-in allow players to define his/her own TW settings !
  9. Hi, I encounter a weird issue which makes maneuver node impossible to add at all ! got this in log: Switching to map and get back doesn't help (we never know ). EDIT: after a restart, it's work again. Does anyone get this ? Any workaround by chance ?
  10. Unless you got some code that mimic Unity behaviour, not ! The issue is how Unity work with your data is not what you think it is actually and what many people thought it was when they wrote their documentation which have unfortunately spread a lot before Taverius comes and point the "everyone is wrong while believing to be right" thing. (Even Squad engines configs are wrong !) Proof of this topic by picture: (this is from my stack version of EM engine)
  11. That's very lazy , and mostly confusing: as seeing the changes are actually made, then "cancelled", weird and unintuitive/user-killer.
  12. It's doable and do the job, no altitude drop when deselecting current edited object. I use both of your suggestions, both ok. Thanks for them. The issue occurred when you change altitude and close KK UI directly.
  13. The hydrazine Princess may get its name because it has breath/drink too much of it, still doesn't work for me (same behaviour as before).
  14. @pjf: looks like ckan tool doesn't like me at all ! run the last release, click "add new" => stuck, with the "I'm doing something right now" windows pointer when hovering the window. I guess there is some more work to do on it...
  15. I get the same confusing issue than someone else before: editing a building, set altitude, everything's fine, save objects, then close KK menu by using CTRL-K => poof, the building "sink" to a fixed altitude (from 424 to 414 in my case) and it doesn't want to stay where I put it . Every time I select it, change its altitude, save, leave KK, altitude stay at 414 ! RadiusOffset is config file is set to 424, weird. Could it be related to a static variable not updated well ?
  16. Get issues with the P4: let the "part window" open and leave editor make the window stay opened outside ! Some exceptions: when hovering parts and many error: bonus: you haven't updated your thread title (it still says "prototype 3")
  17. Hi, this is for modded install but I think it's may happen also with a stock one (Editor Extensions not installed, it's important here but I have add Part Select Window proto4, maybe there is a link, I'll dig) In the SPH, I play with symmetry and I get stuck with the 2 mode, using X key just stay in mode 2 and doesn't go back to 1 mode, like it should (I mean X => 1 -> 2, X => 2 -> 1, infinite cycle). And in log I got: 2,3,4, number is the times X key was used (I get up to 25). using shift-X decrease the symmetry counter and allow to get back to mode 1 (no symmetry). Hope this help. (KSP 0.25.0.642, on win 7 in openGL mode)
  18. He means objects orbiting bodies (including the star) I guess. "Static" objects (KT and KK) are not really compatible with this. You can still use FASA asteroids, you are free to use any model at all, including a group of kerbals (dead or alive), the death star, a kraken, ...
  19. 100 kms with Kerbtown, above, some weird stuff happened. But static means... no orbital velocity ! @comham: nice... "airway" ?
  20. Thanks and... it also include "recently created", it would be amazing to filter these off.
  21. Thanks for the update snjo, and what the use of: ProcessNodeAsStringList: ProcessNodeAsStringList: moduleNodeArray.length 0 debug msgs ? Could it be possible to remove the display on screen (they appears in group of 3 on each launch), doesn't looks very useful for users :/.
  22. You may first use a more meaningful title for your thread, to at least give people a wish to read it. Then, no need to dive into all methods given in the log, you would first look into KSPScienceLibrary.Awake which is the first one where the issue could be (the others below are not in your control, the one above messsed up because it have kind of bad parameter(s) already).
  23. Take a look here, not sure it works on 0.25, but it works with former SP+ mod.
  24. I have two graphics issues: - sometimes, map icons stay on screen (on KSC and inside VAB/SPH) => going to map again and close it "clean" the screen, - (maybe linked) sometimes, buildings doesn't appears on space center scene, sometimes they're back (maybe after a flight). I'll try to get some useful logs.
  25. Why ? The release is not for tomorrow, and even if creating a plug-in which is doomed to be "useless" (but we know nothing yet about what Squad will do EXACTLY) can be depressing, it is also a way to learn, if relevant.
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