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CobaltWolf

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Everything posted by CobaltWolf

  1. To be clear, in order to attach to the ground you need a box collider now? I've been having issues with SEP parts not properly attaching to the ground, causing krakens and/or exploding parts.
  2. If anyone is interested in the 'final' set of balance changes being made to the engines for this update, you can see them in the Github merge from @Jso. Link is here. Let me know if you have any feedback at a glance.
  3. ^^The LK part that apparently spawned this looks excellent. Especially with the white/yellow/gray scheme of the new texture. Delicious.
  4. I vote for the top / 10% option. Or maybe a compromise, start at 10% for 0.625m and move down to like 4-5% for 2.5m.
  5. I think it looks fine. One thing 'of note', what are you thinking for gimbals? From left to right, I'm thinking: 1) No gimbals, 2) gimbal 3-4 degrees on one axis (so the opposed bells gimbal on their axis, the other two gimbal on their own), 3) each bell gimbals 2-3 degrees on it's own axis (so in order to get a direction you'd have to gimbal probably two bells minimum), and 4) both gimbal 2 degrees all axis.
  6. Apologies for the tone. I was pretty frustrated to find it not working. I have some leads on why stuff might not be working right, and I will sit down some time soon and figure them out. It'll take a bit but I think by the end of the weekend I'll have everything working for y'all. Noted. I'll talk to @AlbertKermin about it. I remember discussing it and deciding to make it slightly OP for its size because it cannot be removed from the craft. EDIT: It is also REALLY hard to test stuff when I crash every 2-3 minutes in game... after one such crash, I loaded back in to find this:
  7. Slightly. Not enough to actually matter. I'm saying 2-3 degrees. Real rocket clusters usually work the same. Less risk of the engines damaging eachother etc.
  8. The bells should be curved a little more for the atmospheric versions, and the clusters of larger bells should be angled out slightly. It looks strange to have them all point perfectly straight.
  9. As far as I can tell the parts are not actually attaching to the ground, it's the same as if you had just dropped them. For some spots that makes them just sit. Some spots cause krakens. Most spots make them drop through the ground and explode. I will try and fix it tomorrow. It's late here and I don't have further answers.
  10. You downloaded the last release, yeah? Not the prerelease I posted yesterday? Then that was the 1.0.5 version of the plugin that doesn't work in 1.1. Explains why reinstalling the plugin would make it work. In my experience, whitespace usually doesn't matter for most coding/scripting. It's just to make the code more readable. @dewdkorn6969 @Kerbas_ad_astra thanks for catching that! My eyes glaze over when I read all those sciencedefs (why I don't write them) and that's why I didn't notice it. That is likely why the gravimeter is broken. I tried testing them tonight in 1.1.1 The parts basically don't actually attach to the ground. They just sit there. I pulled my hair out for several hours trying to figure out why it wouldn't work, so for now I'm shelving the update until the 1.1.1 dust settles and I can take another look at what might be wrong with the KIS/KAS configs. Sorry for not 'getting it right'. I tried.
  11. ... oh yeah. That could be it. EDIT: I give up on this stupid gravimeter. I'll take another look at it tomorrow.
  12. Yeah I saw that. I'll try and start in like 30 minutes guys! I am currently drenched in sweat and need a quick shower.
  13. Worst part is that I suspected Kerbalism the whole time but didn't want to say that since I don't know it and didn't want to just accuse it. It's a new mod, I knew it modified science in some way and its sudden release + popularity would explain the huge rush of science bug reports I've gotten in the last few days. @Leandro Basi are you usings Kerbalism?
  14. Alright. Yes, make a clean install or clean the current one or whatever. Put it one of the mods that doesn't work, like BDB. Make sure that it works when ONLY stock, BDB, and DMSA is installed. Make sure that DMSA is the correct version as well. Then start adding the mods one at a time. Install one mod, start up the game, and then test a science experiment. Keep doing that until it breaks. That is how you troubleshoot. Strip back to where it worked for sure, then reproduce making it break one step at a time. Additionally, I see you're on mac. What version of KSP are you running? Anything else you think might be helpful info?
  15. You can ask moderators to simply move the thread if you don't want to lose the discussion. Grats on the update!
  16. I believe he also described a workaround in the thread. I'm not sure. I think he said to go to the tracking station at one point and come back?
  17. So you're telling me that, say, if you install ONLY Bluedog Design Bureau and it's dependencies, start up the game, and go to use science, it doesn't work?
  18. Well, the obvious thing now would be to remove all those mods, add back in, say, DMagic, and test that. If it works, add in mods one at a time until it breaks. It does us no good to have several dozen mods installed without a starting point for where it actually worked. There is something going around that is breaking a lot of science mods right now. I'm really not sure what. I'd greatly appreciate if you looked into this further when you have time, methodically and incrementally.
  19. I believe that is the same bug that @hraban was talking about in his thread.
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