Jump to content

henrylzy

Members
  • Posts

    25
  • Joined

  • Last visited

Reputation

4 Neutral
  1. Is it possible to disable the mod in-game since I was experiencing some strange behaviours such as the vessel's pitch would suddently pitch at the horizon in a split second(both Rotation Mode and Momentum Mode were off) during wrap or another ship would be launched at lightspeed during rendezvous. The mod works perfectly in most cases so I don't want to remove the mod just for a rendezvous and install it back after it's done. Here's the log just in case you want to dig into the issue. https://drive.google.com/file/d/1HeE_q1f_rKW3nNxhMzFs2E316kWyHyll/view?usp=sharing
  2. Steam did update game itself(not mods) somewhere between the 29th and 30th for me, for the launcher update released on Jan. 26(tbh I don't know why it wasn't done until 3-4 days later), and I don't think that's the issue here. And an update to the issue, I got the problem solved and I have no idea why. Long story short, saving the crafts again with TS 2.4.6.19 and Recall 0.3.0.8 solved the issue. Not sure whether TS or Recall caused it for me though, and it's weird since I was testing on a clean KSP 1.12.5 as well. I was so sure it was caused by TS because once I remove TS from KSP, problem solved. So I tried to revert TS back to 2.4.6.19 but still not works, and it should since I was using it for a while without any issue. Then I tried to revert all other mods back to older versions, then I realized that all other mods were the same version before this issue occured, except Recall. I ran the game with TS version 2.4.6.19 and Recal 0.3.0.8, load the orbiter, then merge the pad to it, still not working. Then, somehow I think I should save both craft again for no reason at all, and I did, then problem solved.
  3. On 1.12.5, TS(2.4.6.21) seems to break(or displace certain parts) crafts while merging in the editor. It happened between Jan. 29th and Jan. 30th as Steam updated KSP for a minor fix, as well as TS was updated to 2.4.6.21. Here's what happened when I merge the launch platform to a shuttle orbiter. The root for the platform was the bipod that connects the fuel tank with the orbitor. However if I merge the original craft file for the SOCK's shuttle orbiter provided by Modular Launch Platform, everything works fine. If I load up the platform first then merge the orbiter, the same thing happens as the engines would appears inside the cockpit. Another thing is that changing the view in the editor or moving the orginal craft around actually affect this displacement, and it's always the SRBs and the tail holder that moves, while other parts were staying where they should be. To rule out conflicts, I left only essential mods in GameData folder as shown below. All mods were freshly installed for this test. Except Recall, everything I kept was either mods or dependencies for SOCK, BDB, Habtech2 and Modular Launch Pad. Here's my step to recreate the issue 1. Load KSP with mods above, as well as TS which is not shown in the screenshot above. 2. Load the craft file provided by Modular Launch Pad 3. Reroot to the bipod that connects the tank and the orbiter 4. Dettach the orbiter and save the rest as a new craft 5. Attach the orbiter back, reroot to the cockpit, then remove the pad from the bipod and save the orbiter as a new craft 6. Merge the launch pad from the craft file saved in step 4
  4. Just wondering if it's possible to reset certain modules like decopler on the recovered vessels, so that it behaves more like an refurbishment for recover 1st stage boosters.
  5. This MM Patch could be a temporary fix since TAC life support will patch all pods that requires at least 1 crew. Orion and HLS pods doesn't have such requirement so that the TAC's patch won't work for them. I don't vouch for the safety of using the following patch(it does the job though, and nothing went wrong for me) since I'm not an expert in writing MM patches, so it's possible that this patch might cause issues that I can't foreseen, since I didn't finish reading the entire documentation on how to write an MM patch. To use it, you have to have Module Manager installed in your KSP. Create a folder under GameData, name it whatever you want, such as 'myMMpatches'. Then paste the following into a .txt file, save it and change the file extension to .cfg under the folder you just created. @PART[benjee10_orion_Capsule] { @MODULE[ModuleCommand] { minimumCrew = 1 } } @PART[benjee10_HLS_pod] { @MODULE[ModuleCommand] { minimumCrew = 1 } } ---------------------------------------------------------------------------------------------- Or you can just change the 'minimumCrew' to 1 in the part's config. However, changes you made to the .cfg will be lost when you reinstall or update the mod. To do that, find 'HLS_pod.cfg' and 'orion_Capsule.cfg' under 'GameData\Benjee10_Orion\Orion\Parts', then open those files with a text editor. Locate the following MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.020 } hasHibernation = True } then change it to MODULE { name = ModuleCommand minimumCrew = 1 RESOURCE { name = ElectricCharge rate = 0.020 } hasHibernation = True } It basically does the same thing as the MM patch, changing the minimum crew requirement for the pod from 0 to 1, so that TAC life support will recognize them as crew pods and add it's functionality, as well as the resources to the pods.
  6. Well the game was installed few days ago, on a brand new pc so it won't have any leftovers from previous install or old versions, etc. But I'll give it a try anyway to see if it works.
  7. Yeah the game was installed from Steam. I tried launch the game from CKAN and from Steam, doesn't really do much of a difference. I guess I'll install another copy of the game and see if it works then.
  8. Originally installed from CKAN. Since it didn’t work for me, I remove the mod from CKAN and download it from your Github repo just to make sure it wasn’t cause by corrupted files, but still no luck.
  9. I'll keep my distance with Camera Adjuster, but still, the mod itself is not working for me. Nothing happened when I turn on the Docking Camera in PAW. Just for your information, the game was fresh installed just a few days ago, then I had this mod installed right away, and Camera Adjuster was already there on the list, and the camera didn't work the first time I use it. All I did in order to rule out mod conflict was to remove everything from the GameData folder except stock folder and this mod. So is it possible that some other files outside of the GameData folder from other mods caused the camera not working?
  10. I was more like clicking around and see if anything works. And I wasn't trying to add the module to a new part if that's what you mean. All parts are stock, if you see any part that the name is not exactly in English, it's because the game was installed like this on Steam and I was too lazy to learn how to change the language back to English. The vessel has a MK2 pod and a KV-3 reentry pod, connected with two clamp-o-tron jr. docking ports. Here's the file: https://www.dropbox.com/s/fxkurbxpr1y7o7c/ModuleManager.ConfigCache?dl=0
  11. It doesn't seems working on 1.24.4 for me. I tried empty the GameData with only Docking Cam and its dependencies installed, still not working. I turned Docking Camera to ON on the port, nothing happened with or without having a target. Then I clicked Camera Adjuster, multiple NullReferenceException showed up on debug console, as well as a blank window titled Camera Adjuster. here's the log: https://www.dropbox.com/s/5i0ru8gegwolxu6/Player.log?dl=0
  12. It might be in the code or something(I have no idea how modding for KSP works so can't be sure). Tried MM patch first, doesn't work. Then added the module by hand, doesn't work either.
  13. Great mod! I'm just wondering if you could make the module works with other parts(antennas, command pods, etc), since now it seems the module only works with the part comes with this mod.
×
×
  • Create New...