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idPhobos

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Everything posted by idPhobos

  1. Are struts super springy and un-strut-like for y'all? I didn't have much time to test but did try adding fresh ones in case it was an old craft problem but they were still noodle strength. Need to clear out my mods (although I only have a couple) and test again after lunch. Edit: Tested real quick with no mods, newly placed struts are still noodle strength for me. Hmm.
  2. The DS4 touch pad is very low precision, it's OK for gestures but I wouldn't want to use it as a mouse analog.
  3. Any chance the specular power (roughness) for the ocean's solar reflection could be exposed in the GUI? (If it's not already. I couldn't see anything as I tinkered with it!) I'd like to try a glossier value.
  4. If only there was a way to have two folders on a computer. P.S. #teambananas
  5. You're likely aware but you can write a short kOS script to do this. I've used it to quickly graph PID tuning changes, ascent profiles, etc. Built in would save some time, though, for sure.
  6. Oh man... talk about frying pan into the fire!
  7. For expediency take the props as read. Seriously, great stuff. But, perhaps modulate the intensity of the shadows as the sun passes over head? Shadows look too strong at mid day. KSC looks like it's in a full eclipse even though it's noon and the cloud cover is medium to light.
  8. Now I think a decoupler was probably why I got the bug in the first place. May be worth testing if that alone gives the same false result. I did a non launching science grab, unlocked the first few tree nodes then used a decoupler as a base for my first real launch in lieu of launch clamps. Not something a new player will do but still a low bug for sure.
  9. Repro steps: Start a new normal career. Accept the "Launch first vessel" contract. Make the following ship. From top to bottom. Mk16 Chute Mk1 Pod RT-5 Flea Modular girder segment Launch the flight and the contract will not be fulfilled. Do the same without the girder and it will work. Strange one.
  10. Caused by them being included when the world is moved around the vessel for the floating origin. Fixed in 1.0.5 but you can ensure it doesn't happen for now by tucking the stabilizers closer to the center of the launch pad or running http://forum.kerbalspaceprogram.com/threads/129870
  11. Best to just play in a copy of the KSP folder. Let Steam update as normal but when there's a new release copy it a folder named KSP(<version>) and play from there. Then it's up to you when you transition.
  12. Hangs when MM is patching kOSMachine0m. Narrowed it down to KER in my case. Still doing A B tests to see if it's also with another mod. Edit: Not just KER. KIS/KAS too. Tail of log [LOG 20:21:49.972] DragCubeSystem: Creating drag cubes for part 'KIS.evapropellant'[LOG 20:21:49.988] PartLoader: Compiling Part 'KIS/Parts/guide/part/KIS_guide' [LOG 20:21:49.996] PartLoader: Part 'KIS/Parts/guide/part/KIS_guide' has no database record. Creating. [LOG 20:21:50.000] DragCubeSystem: Creating drag cubes for part 'KIS.guide' [LOG 20:21:50.017] PartLoader: Compiling Part 'KIS/Parts/wrench/part/KIS_wrench' [LOG 20:21:50.025] PartLoader: Part 'KIS/Parts/wrench/part/KIS_wrench' has no database record. Creating. [LOG 20:21:50.029] DragCubeSystem: Creating drag cubes for part 'KIS.wrench' [LOG 20:21:50.040] PartLoader: Compiling Part 'kOS/Parts/kOSMachine0m/part/kOSMachine0m' [EXC 20:21:50.055] FileNotFoundException: Could not load file or assembly 'KSPAPIExtensions, Version=1.7.5.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) System.Reflection.MonoField.GetCustomAttributes (System.Type attributeType, Boolean inherit) BaseFieldList.CreateList (System.Type type, System.Object instance) BaseFieldList..ctor (UnityEngine.Component host) PartModule.ModularSetup () PartModule.Awake () UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String) Part:AddModule(ConfigNode) PartLoader:ParsePart(UrlConfig, ConfigNode) :MoveNext() [EXC 20:21:50.058] NullReferenceException: Object reference not set to an instance of an object PartModule.Load (.ConfigNode node) Part.AddModule (.ConfigNode node) PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) PartLoader+.MoveNext () [EXC 20:21:50.062] NullReferenceException: Object reference not set to an instance of an object PartLoader.GetDatabaseConfig (.Part p) PartLoader.GetDatabaseConfig (.Part p, System.String nodeName) DragCubeSystem.LoadDragCubes (.Part p) Part+.MoveNext ()
  13. Great, I did wonder if it was that issue. I remembered it being a problem with KER a while back.I'll try the vec exclude tonight (was late and I had only tried a subtract of vertspeed to work around, was closer but still not correct ).
  14. Having an issue reading surface speed I could use some help with. As per http://ksp-kos.github.io/KOS_DOC/structures/vessels/vessel.html#attribute:VESSEL:SURFACESPEED I expected ship:surfacespeed to be a 2d speed equivalent to KER's Horizontal Speed readout. However, running the following test code reports my combined vertical and horizontal speed. E.g. KER reports -10m/s vert and <very small number>mm/s horizontal but ship:surfacespeed returns ~-10m/s. until false { print ship:surfacespeed. wait 0.1. }
  15. Possibly, or the altimeter hasn't been remade yet and that's not blacked out.
  16. Hyperedit Kerbin to have Eve's stats rather than editing your vessel to Eve. It's not completely accurate but iteration rate is far faster. When you have a vessel that works in that scenario with about 15% dV remaining in orbit then test on Eve for real.
  17. I think now attention is swung that way maybe they'll get round to fixing the descriptions on the current antennas.
  18. Hyped you guys ran with my post burn Ap and Pe suggestion! Hope it's as useful as I think it's going to be. No more clicking those damn tabs for single node maneuvers.
  19. Apropos of nothing in particular. Some great reference for either Scatterer or EVE. http://www.nytimes.com/interactive/2015/07/10/science/An-Image-of-Earth-Every-Ten-Minutes.html?_r=0 I think it shows a subtle normal map on the clouds and a slight blue tint to the cloud shadows would help a ton
  20. Yes. Caveat, only if they use the moment to take a good look at the claw code and see if they can make it less likely to cause RUDs.
  21. Deleted partDatabase.cfg still possible to repro, approx one in ten attempts cause a crash
  22. Version 1.0.2, All stock Bug: Craft explodes on non physical timewarp near Minmus. Very simple craft Repro steps Download save file linked in this report Load "time_warp_bug.sfs" Hit . for time warp Craft explodes every time Link to save file at mega.nz time_warp_bug.7z
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