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Gawdin

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    Bottle Rocketeer
  1. Well, now when I tested it again before trying to remove the engine plate, I think I found a way around it, I have to make sure the initial control point is still part of the crewed section, I can then detach a segment and it will float off, which I can then switch to it. I still get the out of fuel message even though I have RCS/monoprop and can fly it kind of when I switch to it. Edit: and I have to undock it from the port that is on the engine plate rather than the detached section otherwise it tries to auto-switch control and causes the issue.
  2. How I built the ship: I put 3 medium docking ports on the XL engine plate in symmetry so that they weren't touching. I then built 3 segments to a space station on them, one crew segment, one solar panel segment, and one structural segment for expansion. This then had an XL tank (the middle one) and L/XL orbital engine on it for the 2nd stage. The first stage was the XL long tank with a mammoth engine and 4 of the Medium Long SRBs (because this was heavy and I am horrible when it comes to fuel efficiency). The Problem: When in LKO (100km circular orbit), I attempted to undock the parts to reconfigure them in their less symmetrical form. All seems to work normally for a varying amount of seconds (3-10 seconds maybe), I have RCS controls and am moving the detached part away and starting to rotate. Then the segment will rubber band back to its original housing on the docking port, I will get a message saying the ship is out of fuel (each segment has a near full monoprop tank), the flight log will appear as if I just ended the flight, and everything still reports operational in the parts manager. Troubleshooting: I can keep trying this process over and over on the same flight to no avail Quick loading or restarting the game also didn't help. If I have the setting for requiring comms on, then the probes and their antennae will not have an option to connect them to KSC even when directly above it and a Kerbal is onboard the crew section. I turned off this setting and have control of the probe for testing after doing so. I've tried each of the sections and they all do the same thing. There is no part collision between the segments, I made sure they had sizeable gaps (as much as I could and still fit them in a fairing on the ride up). I have also tried setting the strength of the docking ports to 0% on all the docking ports to make sure it wasn't that I was just not moving away fast enough. Even when I tried undocking and then having the part speed away as fast as possible in the few seconds (I got a whole length of the ship away which was about 2 of the medium long trusses in length), it still snaps back. The snapping back is almost like quick loading, when far enough away it is teleporting back with no applied force. If I was close enough to it, the ship did seem to wobble slightly when it bounced back (though that might just have been my imagination).
  3. I do love your mod and have fun with it, and I may be one of the few that actually do go to the forum through CKAN just to make sure the mod is installed properly (being an experienced modder, I actually RTFM, and the last page or two of comments when relevant). Like I mentioned, I would have never known about the mod (nor you) if it weren't for CKAN. It is an adorable mod and has become a staple in my gameplay, even if at the beginning it is just the flag, which your flag is the one I use since discovering it (previously I was using ScanSat's flag). I'm glad I did happen to check the forum when I noticed it wasn't updated to 1.9.1 yet to know you pulled CKAN support. As far as your English goes, aside from a couple missing words and minor grammar issues it is adequately understandable. You've done great work and I hope you continue modding into KSP 2 when it comes out. I'll have to add this to my short list of mods/authors I do use that don't use CKAN (Scatter being the only other mod on that short list).
  4. That's a shame you don't support CKAN, that's the only reason I know of this mod in the first place, I (and I'm sure many others) avoid installing mods outside of CKAN due to ease of updating and version checking, dependencies, suggested mods, etc all being automated.
  5. The regular ModuleManager was recently updated to 4.1.3, B9PartSwitch requires this version or otherwise throws a fatal error. Backdating B9PartSwitch to 2.12.1 (the only other version compatible with KSP1.8.1) does not fix this error. So hopefully we can get an updated fork of that? I'm using Stockalike Station Parts Expansion Redux (and pretty much is one of the few must have mods for me), it is a shame that the PartVariant doesn't work with welding properly as that would probably fix all the lag. Since I'm not able to test it with these parts, I'm not sure how it reacts to part variants, in the case of the Station Parts, the variants are model changes that add a couple different colors and EVA rails/wires. For the most part on modded parts, I usually end up just using the default variant. Would it be possible to make some kind of state/check for part variants to just copy the default variant to prevent that issue? And if someone wants a different variant they would just need to not weld that particular part?
  6. Dumb Question: For clarification, if we have the model rework pack, we do not need the legacy parts right?
  7. I̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶b̶e̶ ̶h̶a̶v̶i̶n̶g̶ ̶p̶r̶o̶b̶l̶e̶m̶s̶ ̶g̶e̶t̶t̶i̶n̶g̶ ̶t̶h̶e̶ ̶r̶a̶m̶p̶ ̶t̶o̶ ̶a̶t̶t̶a̶c̶h̶ ̶t̶o̶ ̶t̶h̶e̶ ̶l̶a̶r̶g̶e̶ ̶t̶r̶a̶i̶l̶e̶r̶.̶ ̶I̶ ̶h̶a̶v̶e̶ ̶b̶o̶t̶h̶ ̶a̶t̶ ̶t̶h̶e̶ ̶d̶e̶f̶a̶u̶l̶t̶ ̶o̶r̶i̶e̶n̶t̶a̶t̶i̶o̶n̶ ̶a̶n̶d̶ ̶a̶m̶ ̶t̶r̶y̶i̶n̶g̶ ̶t̶o̶ ̶a̶t̶t̶a̶c̶h̶ ̶i̶t̶ ̶t̶o̶ ̶t̶h̶e̶ ̶b̶a̶c̶k̶.̶ ̶N̶o̶n̶e̶ ̶o̶f̶ ̶t̶h̶e̶ ̶m̶o̶u̶n̶t̶ ̶p̶o̶i̶n̶t̶s̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶b̶e̶ ̶g̶r̶a̶b̶b̶i̶n̶g̶ ̶i̶t̶.̶ ̶I̶f̶ ̶I̶ ̶f̶l̶i̶p̶ ̶i̶t̶ ̶u̶p̶s̶i̶d̶e̶ ̶d̶o̶w̶n̶,̶ ̶i̶t̶ ̶w̶i̶l̶l̶ ̶a̶t̶t̶a̶c̶h̶ ̶t̶o̶ ̶t̶h̶e̶ ̶r̶e̶a̶r̶ ̶b̶u̶t̶ ̶i̶s̶ ̶p̶o̶i̶n̶t̶i̶n̶g̶ ̶i̶n̶t̶o̶ ̶t̶h̶e̶ ̶g̶r̶o̶u̶n̶d̶ ̶(̶w̶h̶e̶n̶ ̶c̶l̶o̶s̶e̶d̶)̶.̶ ̶A̶n̶y̶ ̶i̶d̶e̶a̶s̶ ̶w̶h̶a̶t̶ ̶m̶i̶g̶h̶t̶ ̶c̶a̶u̶s̶e̶ ̶t̶h̶i̶s̶?̶ ̶I̶ ̶h̶a̶v̶e̶ ̶a̶l̶s̶o̶ ̶t̶r̶i̶e̶d̶ ̶a̶d̶d̶i̶n̶g̶ ̶a̶ ̶s̶e̶c̶o̶n̶d̶ ̶l̶a̶r̶g̶e̶ ̶t̶r̶a̶i̶l̶e̶r̶ ̶t̶o̶ ̶t̶h̶e̶ ̶b̶a̶c̶k̶ ̶a̶n̶d̶ ̶a̶t̶t̶a̶c̶h̶i̶n̶g̶ ̶i̶t̶ ̶(̶s̶o̶ ̶t̶h̶a̶t̶ ̶n̶o̶ ̶o̶t̶h̶e̶r̶ ̶p̶a̶r̶t̶s̶ ̶a̶r̶e̶ ̶i̶n̶ ̶t̶h̶e̶ ̶w̶a̶y̶)̶ ̶a̶n̶d̶ ̶t̶h̶e̶ ̶s̶a̶m̶e̶ ̶t̶h̶i̶n̶g̶ ̶h̶a̶p̶p̶e̶n̶s̶.̶ Edit: Sorry, found out this is a known issue a few pages back
  8. With the progress of Kopernicus, it seems like they will have documentation for all the variables their config is going to have. Should be easy enough at that point to create a script that randomly sets all the variables to generate a planet, though I have no idea how to get it to pull from SpaceEngine. Also, since they are on rails, do we know how the game handles two non-concentric orbits that collide? I know the planets/stars themselves clip, but do we know how it affects satellites or game stability when objects are interacting with one SOI and being invaded by another?
  9. You're right, that was rude and mean. I'm sorry acc, that was uncalled for. I was actually thinking earlier about a way to do a star scatter (procedural stars). Right now I have next to no coding knowledge so someone might beat me to it (and are more than welcome to). But my thought on a way to do it, since Star Systems is using a black hole, you could procedurally generate stars the same way asteroids are (unless they aren't, maybe terrain scatter would be a place to look). Then add in a class somewhere that gives the star a low chance of also generating planets, which then have a low-moderate chance to generate moon(s). I would have to learn how the orbiting mechanics work for celestial bodies (since deorbiting larger ones isn't possible, I am assuming they are on rails) before I could really determine if that would even be feasible.
  10. You do realize that a solar system is a star with planets orbiting it right? Which this mod adds multiple... As far as galaxies go, you should realize that this is still using a very restrictive dependency that makes that impossible at the moment. I'm sure once we are moved over to the new dependencies (Star Systems and Kopernicus) that we can stress test your computer much more (oh, and a more stable x64 KSP build). All-in-all, making comments like that make you look ignorant. Thank you, have a nice day. (at the very least, it would be 3 grains of sand being called a beach... we like out tiny beach)
  11. Extremely minor inconvenience (for me), but would be helpful: Would you start putting the version number in the zip file name or in the readme, please?
  12. With the latest updates for Final Frontier and KU2, you may have to manually create copies of the planets/moons/stars in FF's Ribbon folder. (in which case they show up as the copied ribbon instead of blanks) I believe Nereid may be working on having them created with procedural generation (or some other auto-gen), don't quote me on that though cause I'm not positive. Here is example (note I just copied Minmus for the planets/moons and sun for the stars, I eventually plan to make a custom set for KU2 if someone doesn't beat me to it... I'm just having too much fun playing KSP to take the tonight): And as far as TAC goes, yes... yes we are masochists... or well, maybe sadists since it is the Kerbals dying and not us. I haven't quite figured out which way that works in this case. EDIT: To clarify on the issues with FF and KU2, with the latest update it won't let you start games (you can get to the main menu but it halts loading when trying to load a game), making the Ribbon folder look like mine will allow it to load normally.
  13. I was playing with it just fine. The only issue I had was with my ship falling apart (which was KJR). No other issues so far. EDIT: Not sure if it is the same thing, after a while of playing, vessel recovery stopped working and going to buildings stopped working unless I routed to the VAB from the launch pad, but even then it was glitchy. Maybe that is what you are talking about, not sure though.
  14. Yes, I am testing it now though. I just finished adding each individual body (copying Sun for the 3 total stars, and Minmus for each of the planets/moons). I will give an updated ksp.log after that (and whether or not it fixed it). EDIT: Yes, adding each individual body allows me to now start the game. It might not be for a while, but I will try to get some custom ribbons created at some point.
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