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Usgiyi

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    Curious George

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  1. I'm also having this problem, not using CKAN though. It only seems to happen on the stock and KSPIE retractable solar panels and the SP-G Shrouded Solar Array from the Mk2 Expansion mod; all other solar panels work fine. I didn't edit the non-retractable panels to be retractable so I didn't test every solar panel, but I did test every retractable panel from stock, near future solar, KSPIE and the single panel from Mk2 Expansion. I tested with my normal 100+ mod list and with just KSPIE + Near Future Solar. It seems that when you close the panels it subtracts the energy that the solar panel would make in stock KSP. So the panel is making 1.61 EC/s (0.00161 MW) when open, but when it's closed you lose the energy it would make with the stock system (1.37 EC/s). If the panel was not making energy due to being blocked by something you don't lose the energy. You can reopen the solar panel, it will stop using energy and produce the correct amount of power. So I'm guessing the problem is it's supposed to stop subtracting the stock power when closed but doesn't.
  2. I recompiled for 1.4.5 and as far as I can tell it still works perfectly fine without any changes to the code. Just download the last version of this mod from spacedock & replace the .dll in the mod folder with the one from my link. Simple Logistics Recompile for 1.4.5
  3. Well this is embarrassing.. I didn't notice the hidden newer versions in Github, OR that the Spacedock version was different. I must have been more tired than I thought. Thanks guys.
  4. I guess 1.4.5 broke TCA? Not sure if it's the toolbar or the UI that doesn't work.. or both. Works in the editor, broken in flight. This is in a game with only TCA and its dependencies.
  5. The Size 2 Cargo Bay CRG-15 (size2short.cfg) has sorta reversed open/closed detection. The drag model works correctly, increasing drag as the doors open. Cargo inside gets drag when the doors are closed and no drag when the doors are open. I had to reverse these settings in the animation module... MODULE { name = ModuleAnimateGeneric ... revClampDirection = false true revClampSpeed = true false revClampPercent = true false } and change the cargo bay module closed position from 1 to 0 to get it to work correctly. MODULE { name = ModuleCargoBay ... closedPosition = 1 closedPosition = 0 ... }
  6. You know the forum gives you a tooltip if you mouse over CKAN. Anyway it's a mod manager. You tell it what mods you want; it downloads them, installs them and keeps them up to date. It does the same for any dependencies the mods need. Not all mods are available on it however. https://forum.kerbalspaceprogram.com/index.php?/topic/154922-ckan-the-comprehensive-kerbal-archive-network-v1226-guiana/
  7. Is your mod meant to have what seems like a debug function spamming the console? elcDrawn16 GNDrawn-16 backcharge0 consumption 16.93462 tefactor 1 Time.deltaTime 0.02 Writes to the console about 20 times a second. Seems to slow the game down a bit. Also makes it impossible to read anything in the console of course.
  8. Hey, got a bug report. Using blizzy's toolbar 1.7.13 & TAC LS 0.12.6. The toolbar is looking in the wrong place for some of the icons.. looks like a missing " / " [ERR 18:44:25.738] [Toolbar] [ERROR] button texture not found: ThunderAerospace/TacLifeSupport/IconsTACyellowIconTB Spams the error forever. Does it for the yellow & red icons, dunno if any of the others are incorrect.. ran out of time to test. Works correctly if you copy the icons over & rename them to what its looking for.
  9. Thank you, that answered all my questions. Wish I had the answer to the problem, alas, I do not.
  10. I can't seem to find anything up to date concerning FAR & MechJeb compatibility. I know sarbian was working towards compatibility, but ran into some issues with FAR ("FAR does not allow to query it for drag coef when given speed/attitude/altitude."). Are there still plans to work towards compatibility?
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