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Everything posted by CobaltWolf
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
I get crashes within 10 minutes of starting the game, ever since 1.1 pre-release started, except, ironically, when I was running a crap ton of visual mods to take screenshots. Ran fine all afternoon... I'm getting the constant VAB crashes, but I've also crashed while walking an EVA kerbal across the KSC, when switching vessels with [ and ], trying to launch, trying to switch scenes... Like you said, nothing in the log that points at it. Makes it even more miserable then usual to troubleshoot issues, since I need to restart the game 2-3 times just to try to reproduce something, and then half the time loading back into a flight scene causes krakens... -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
Understandable. Well, at least I have several possible solutions now. Further than I was! Now if only KSP would stop crashing constantly for me... -
Very generally speaking, parts got nerfed. Not going to beat around the bush. A lot of compromises are getting made to make sure that the BDB parts don't massively outstrip the performance of stock parts. Atlas II is not officially buildable in the mod right now. I don't have a straightforward answer for you right now. Obviously you can edit the stats on your end to match your desired performance until a more permanent solution is achieved. At any rate, upgrading from BDB 0.10 > 0.10.5 already breaks saves for a number of reasons. One of the aspects of the update is that it cleans up many of the legacy parts from when I first started modding, replacing them with better versions. Additionally, observant viewers will note that upper stages went pretty much untouched for now. So there may be buffs in that department. As for baguette, well, you had to have been there when I originally made the parts. @DiscoSlelge may be able to explain more. Also, slightly unrelated, but I constantly forget that the Atlas V parts are even in this mod. I feel super clever for this description:
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
What about snapping gameobjects in unity to the bottom of the collider to get the true height and copying that into the cfg? I know these are all questions I could answer myself with experimentation, I'm just asking in case you already have all the answers. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
... could I just ensure the attach nodes are ever so slightly below the colliders? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
Well, I'm really glad to know that has been sorted. Question though: Could I use a mesh collider for the top part of the experiment (for SEP they generally have somewhat complex shapes) and a box collider for the bottom? In any case, thanks for figuring that out. What is it with Unity 5 and everything having to be box colliders now? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
CobaltWolf replied to KospY's topic in KSP1 Mod Releases
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. -
Well how many sizes do you use? 0.o N1 would be... 3.75% and 2.5%.
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You could just go 10%, 8.75%, 7.5%, 6.25%, 5% for the five sizes.
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^^The LK part that apparently spawned this looks excellent. Especially with the white/yellow/gray scheme of the new texture. Delicious.
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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.
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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.
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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:
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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.
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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.
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Stock Science Modules aren't Working
CobaltWolf replied to sp1989's topic in KSP1 Technical Support (PC, modded installs)
Oh, no. I love that movie.