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SVlad

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Everything posted by SVlad

  1. File AstronomersVisualPack.version in AVP.v.3.73.zip on GitHub shows version 3.7.2. Maybe, there is a problem?
  2. Update 20 days ago, but still not in CKAN. Did something went wrong?
  3. Unfortunately, it's not fully working. Disabled Kopernicus break solar panels so they always produce 0 (zero) power. All your satellites would soon be dead.
  4. There is option in advanced options "Resource transfer obeys crossfeed rules". Alternate resource panel ignores this limit and transfers fuel between parts without fuel crossfeed. It would be great if it was fixed.
  5. It would be great if you upload city lights as separate module for thous who don't care about landing on flat CityLights texture.
  6. Texture replacer metadata issue: SpaceDock shows TextureReplacer Version 3.1 for Kerbal Space Program 1.4.3 listed in CKAN. But CKAN itself shows only version 2.7
  7. So, currently there is no way to install this mod with CKAN?
  8. So would it be fixed or Texture Replacer would be renamed?
  9. It's just me or CKAN really still shows Texture Replacer v2.7.0 ?
  10. You mean, you can't reproduce? As I mentioned in description, it appears on second game loading, sometimes on third. And by loading I mean loading a save from main menu, not entire application relaunch.
  11. EnvironmentalVisualEnhancements and Distant Objects cause city lights appear on surface of Minmus. I've reproduced it with clean install and latest versions from CKAN. Details and logs in this theme.
  12. EnvironmentalVisualEnhancements and Distant Objects cause city lights appear on surface of Minmus. I've reproduced it with clean install and latest versions from CKAN. Details and logs in this theme.
  13. KSP: 1.1.2 Windows 64bit Problem: City lights appear on surface on the Minmus seen from space. Screenshots: Mods installed: DistantObject v1.7.1 EnvironmentalVisualEnhancements2:EVE-1.1-2-1 Reproduction steps: Through tracking station switch on the ship, that orbiting Minmus. Sometimes that bug doesn't appear at first time - in this case exit to main menu and load campaign again. It would appear on second load. Log: output_log.zip Game Save with ship on minmus dark side
  14. It looks like Squad has fixed some large memory leak in the last update. In version 1.0.2 my KSP with Astronomers pack consumed over 8 GB of RAM. And in new version it takes less than 6 GB.
  15. MacTee, haven't you think about integration with CKAN repository? Their database looks most complete and up to date. Also it is much better structured and getting data from it would be easier than parsing webpages of github or kerbalstuff.
  16. Where is launch rendezvous alarm? I don't see it.
  17. There is (or it was at 0.90 at least) a realChute button in space center overview (main) screen. It toggle small config menu, where option "Arm when deployed" is located.
  18. Half of my crafts has docking port or engine as root part. I usually launch the space-only crafts Apollo style - with second module stored in fairings under the command vessel. And I add this module as subassemblies to stored rocket design. So their root parts could be anywhere.
  19. Oh, I've forgot to mention this detail. I've transfered kerbals with left click menu on hatches. As I understand, SM overrides it's functional. So, I've initiated transfer of A2 again before first one completed. I clicked on a lab hatch, transfered A2 to ship, then immediately click on the hatch again and see, that A2 still listed there. I thought, I've just misclicked first time and transfered him again. I think, that I haven't undocked ship before transfer had completed - there was some other stuff, that I did with ships, and I doubt I've done it in less, than 7 seconds.
  20. Noticed a very wired behavior of CLS crew transfer override. With realism mode, cls and stock transfer override turned on I did the following: I have a ship (call it A) with docked spaceLab (L). The crew of ship A, kerbonauts A1 and A2 was in the lab L, A3 was in the ship's pod. Then I docked ship B to other port of L. Transfered A1 and A2 into the ship A and undocked it. Then I also undocked B. I toggled back to A, deorbit it, land and recover. All crew A1, A2 and A3 was successfully recovered. Then I returned to ship B and dock it to lab L again. And I've found, that A2 appeared in the lab L. I'm not sure, that SM caused it, but I think that can be connected in some way with crew transfer delay. Fortunatly, with realism mode toggled of ship manifest can return this kerbal back to Kerbin.
  21. Open Hatches command from controls menu of SM doesn't work properly. If I open a Hatch on docking port via right click menu, CLS updates living space graph and unites to docked ships. But if I open Hatch via SM menu, CLS doesn't update graph and doesn't unite ships.
  22. So, is it officially removed? I still see it on GitHub (https://github.com/VenVen/Stock-Revamp/tree/master/GameData/VenStockRevamp/Squad/Parts/Command/CommandPods) as "Re-added"
  23. The GameData/VenStockRevamp/Squad/Parts/Command/CommandPods/InlineRCS.mu file mysteriously disappeared from last CKAN updated archive. And it broke some my ships. Again.
  24. Yes. And if you left at least one dependency mod, CKAN would crash at any action.
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