Jump to content

FrancoisH

Members
  • Posts

    161
  • Joined

  • Last visited

Everything posted by FrancoisH

  1. Two questions for you : I've KSPAPI DLL installed in other mods, do I need to replace all the occurrences of this? Using the hinge, I get an issue in the hangar. Using the position UI, if I go to the complete range multiple time, the hinge rotate slightly each time I do it, so it's off the right position after a few complete movement. Is it a known bug? Here is how I make it happens. I put the hinge on a strut part : I make it go up to the -90° limit and set limits of the movement : I run the movement to the limits a few times, here 20 times, and look at the position of the hinge and the struts after those movement... It's supposed to be 90° up, it show as it is but, the center of the movement shifted by 20° : Now let's move the hinge elsewhere, and look at the base angled position. My analysis of this issue is, each time you run the hinge to set limits in the hangar, it shift +1° each time... I didn't checked on the positive side yet. Thank you EDIT// Seems the movement are inverted when you reload a ship from a saved state or from a subassembly.
  2. And allow you to do precise manoeuvre you couldn't achieve with keyboard, especially with the thrust or acceleration limit you can set in the tool. Even for beginner like me, it's a great help to be on perfect geosynchronous orbit Still, nobody said if it was running fine along mechjeb under x32 KSP.
  3. You're welcome, this is an awesome mod but I can't use it on my heavily modded KSP because it make it unplayable. I think more add-on you have, longer the science options list is... And longer is the perks list. Keep it that way and you'll have the best science helper add-on available Kind regards.
  4. As I'm using Karbonite, which use ORS already, and that treeview which is broken and I just removed. Do I just need to put the Warp folder from the latest release plus the fixes PhoenixXYZ suggested a few pages ago?
  5. Thank you for the link, sorry I missed the link to the FAQ and spreadsheet. This post is now 200 pages long so I admit I haven't read all of those pages It's a great mod anyway and I really enjoy it. Kind regards.
  6. Hello there, Maybe I'm using it wrongly but when I try to right click my science container, I've no option to transfer science into it. Must I do it from EVA?
  7. I've three questions: Is it possible to use Sir Dargon science containers? It don't show in the options to transfer science into, so I suppose it's not. Why don't I have the option to change crew on the launchpad? Even with realism unchecked? Is it compatible with TAC Fuel Load Balancer? Sorry for such dumb questions, I think I'm a bit lost currently
  8. Hello there, I'm using Modular Fuel Tanks and KW Rocketery along Karbonite and I've the impression that the support is like crazy... A single food module for 1 crew member last 1y... Is it normal? Which values I should put or is there some way to balance things? Kind regards.
  9. Hello there, Just a question for you ! I'm unable to find how to use the piston? Can anyone explain me how to assemble parts?
  10. This is the issue I reported. I had to disable science. On my BTSM and a few mods, it's ok because there's only 300 perks or so... But with my fully modded KSP it's more than 3000 available and the lag is horrible... When decoupling, it freeze the game for a few seconds... When entering atmosphere, the peak lag could reach a few tens sec... So I had to disable even it's a really nice add-on. It spam the log so much, like 20 up to 30 entry per sec on decoupling. Hope this will be fixed soon because I like... no I love this plug-in
  11. Hello there, I would like to report this mod is fabulous but generate an enormous amount of lag when exiting on EVA, or any change of biome, as it reapply all the filter. It's a serious performance killer. I noticed as well a few perks not detected as completed around the mun... I get a 0 science gain on EVA as if I have already completed it but Science shows me the perk as being not yet finished. Anyway this is a great plug-in. Kind regards.
  12. Hello there, Seems I've an odd issue with your add-on... When I place standard engines, it's working fine, if I put a KW rocketry engine, it do not detect it's connected to a command unit so it show no power... And then if I try to put again a standard engine, same issues... But it were working fine first... What's this issue related to ? Kind regards.
  13. Hi there, I got the exact same issue right now in my game. Here's my output log : https://www.dropbox.com/s/vhrthrmv9dxhio2/output_log_part_catalog.7z?dl=0 Hope this will help you, notice it disappeared after unlocking new tech. Which freeze slightly my screen on opengl mode, i don't know why... Look at the bottom right of the screen... The icons are stuck there and do nothing... Curious: EDIT : Issue is the page number... it shows an empty icon page... I understood that. This do not explain the change of position of the icon. I had to reset through position settings to the top left. Seems it had an issue with the configuration.
  14. You're welcome, it's like Active Texture management issue I had... which was in the version I got acting for every add-on even without a config file... it was in fact a bug so a new option to compress everything not yet managed has been added lol! Sometime, bugs aren't that obvious, I always hated that, and other people always think of new way to use your tools you've never thought of ... So the only way is to report everything, even the slightly odd thing, because it could lead to a solution. No alpha build to download by any chance?
  15. Hehe, thanks for the reply, it's just I read about this issue but the option was unchecked when this happened
  16. Hello there, I've got a lot of errors with my ship... Here're the log, probably an issue with some of my parts... Here the plug-in log : https://www.dropbox.com/s/jbpk84s3hcg1n5b/PluginData.7z?dl=0 Here the output log : https://www.dropbox.com/s/0hxs0fwj1f0wiei/output_log.7z?dl=0 Kind regards.
  17. If some people have the need of, or if you want : there are my config files... I modified the original one for SCANsat as they changed the icon location (for toolbar correct display). https://www.dropbox.com/s/tuh2u0ilucaksob/ATMConfigs.zip?dl=0
  18. Ah so in the previous, being compressed without a config file was a bug? And must : a config file have the name of the directory? a config file contain multiple directories for add-ons that use multiple directories. Finally, can I add some specific file, like 2 PNG at the root of the plug-in structure, in the overrides? Thank you for your time. Kind regards. P.S. I created config files and it seems to work as it was previously. P.P.S Even better than before...
  19. I don't think they have but why it was working before and it is not now ?
  20. Hello again. I did a fresh install this morning on my two computers. Which I can tell is the previous release of ATM was running perfectly fine with the mod, appart from the toolbar icons being resized. But, now, with the latest release, I'm gone into OOM issue again. I then checked the loading and saw which mod were involved in the biggest increase in RAM usage when I compare to the previous release : FUSTek Station Parts (which are not officially 0.25 compatible but where running fine). Near Future Tech all the 5 packs, which have been updated yesterday, and which were running fine with your previous build. Stocke alike station parts, which have been updated as well to 0.25. That's three I've noticed but maybe is there other. The question is why those aren't handled by your mod and where in the previous release. Kind regards.
  21. Hello there, I've, I think, found a little spelling mistake in the mod manager config file : @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[ScienceContianer]] Maybe it should be ScienceContainer Kind regards. P.S. Posted a fork on github.
  22. Hello there, Were using your wonderful add-on early and now I updated it today, it do not compress texture anymore so I'm running OOM again. I tried to remove all directories but still... not working with the latest build. Any clue?
  23. Hello there, I've an issue recently, I noticed half the flags appear twice in the flag list. Do you have an idea why? They're all add-on flags, not the stock one. By the way, if someone know why I could have slowdowns, really short, maybe like 0.1s, be free to tell me. Probably texture ATM plug-in but not sure... Kind regards.
  24. Hello there, Just a question, do I need to install the Part.Old directory in the root of my KSP install directory? Or is it just an error in the zip file from curse?
×
×
  • Create New...